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Custom builds with disabled webp module crash #49633
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The webp module should be made a mandatory dependency following #47835, as your images will be converted to WebP, unless you select "Force PNG" in the import settings. |
crash is valid for 3.4.stable too. As @akien-mga said workaround is:
|
I guess that if you have already imported files as WebP, then disable the module, and then try to reload the same project, you might indeed get an issue when loading the already imported files. Deleting BTW, any specific reason why you want to disable webp? If it's to save on binary size, this is likely counterproductive as webp actually gives you better compressed and thus smaller lossless textures, which would make the total game size smaller than using PNG. |
I can't reproduce a crash in I just tested this assumption:
And it actually works as expected, it throws errors about not being able to load the imported WebP files, but doesn't crash:
|
@akien-mga disabling modules for experiments, how far you can reduce template size. For example, default debug arm7 apk size is 13.2mb, reduced is 8.7mb. # used flags
tools=no optimize=size deprecated=no minizip=no disable_3d=yes disable_advanced_gui=yes module_arkit_enabled=no module_bmp_enabled=no module_bullet_enabled=no module_camera_enabled=no module_csg_enabled=no module_cvtt_enabled=no module_dds_enabled=no module_denoise_enabled=no module_enet_enabled=no module_etc_enabled=no module_fbx_enabled=no module_gdnative_enabled=no module_gltf_enabled=no module_gridmap_enabled=no module_hdr_enabled=no module_jpg_enabled=no module_jsonrpc_enabled=no module_lightmapper_cpu_enabled=no module_mbedtls_enabled=no module_minimp3_enabled=no module_mobile_vr_enabled=no module_opensimplex_enabled=no module_pvr_enabled=no module_raycast_enabled=no module_recast_enabled=no module_regex_enabled=no module_squish_enabled=no module_svg_enabled=no module_tga_enabled=no module_thekla_unwrap_enabled=no module_theora_enabled=no module_tinyexr_enabled=no module_upnp_enabled=no module_vhacd_enabled=no module_visual_script_enabled=no module_webrtc_enabled=no module_websocket_enabled=no module_webxr_enabled=no module_xatlas_unwrap_enabled=no module_ogg_enabled=no module_opus_enabled=no module_stb_vorbis_enabled=no module_vorbis_enabled=no module_webm_enabled=no module_webp_enabled=no # log
ERROR: Condition "img.is_null() || img->empty()" is true. Returned: ERR_FILE_CORRUPT
at: _load_data (scene/resources/texture.cpp:566)
ERROR: Failed loading resource: res://.import/atlas.png-c03e693e99a11d1bff9a0482eefe1aa9.stex. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:270)
ERROR: Failed loading resource: res://textures/atlas.png. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:270)
ERROR: Can't load dependency: res://textures/atlas.png.
at: poll (core/io/resource_format_binary.cpp:611)
ERROR: Failed to load resource 'res://.import/deposit_silver.png-188d6f077d08c24c05b4d48c189cd05d.res'.
at: load (core/io/resource_loader.cpp:206)
ERROR: Failed loading resource: res://.import/deposit_silver.png-188d6f077d08c24c05b4d48c189cd05d.res. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:270)
ERROR: Failed loading resource: res://scenes/tilemaps/textures/resources/deposit_silver.png. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:270)
ERROR: res://scenes/tilemaps/resources.tscn:5 - Parse Error: [ext_resource] referenced nonexistent resource at: res://scenes/tilemaps/textures/resources/deposit_silver.png
at: poll (scene/resources/resource_format_text.cpp:412)
ERROR: Failed to load resource 'res://scenes/tilemaps/resources.tscn'.
at: load (core/io/resource_loader.cpp:206)
ERROR: Failed loading resource: res://scenes/tilemaps/resources.tscn. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:270)
ERROR: res://screens/FantasyLife.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://scenes/tilemaps/resources.tscn
at: poll (scene/resources/resource_format_text.cpp:412)
ERROR: Failed to load resource 'res://screens/FantasyLife.tscn'.
at: load (core/io/resource_loader.cpp:206)
ERROR: Failed loading resource: res://screens/FantasyLife.tscn. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:270)
ERROR: Failed loading scene: res://screens/FantasyLife.tscn
at: start (main/main.cpp:1998)
ERROR: Condition "_first != nullptr" is true.
at: ~List (./core/self_list.h:108)
ERROR: Condition "_first != nullptr" is true.
at: ~List (./core/self_list.h:108)
ERROR: Condition "_first != nullptr" is true.
at: ~List (./core/self_list.h:108)
ERROR: Condition "_first != nullptr" is true.
at: ~List (./core/self_list.h:108)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: cleanup (core/object.cpp:2064)
ERROR: Resources still in use at exit (run with --verbose for details).
at: clear (core/resource.cpp:417) This is confusing, afaik webp is other file format than png, and here is no webp file usage in project |
Webp is used for the lossless image format internally. It was swapped from png previously. There can be no webp usage and still be internally using webp lossless. See #47835 |
Godot version
de04394
System information
Win10 64x
Issue description
Custom builds with disabled webp module crash in both editor and exported game (in Godot 4.x as well).
I tried to disable the newer webp feature for a custom Godot build cause I have no use for webp at all in a project but it is "hardcoded" instead of being a true module so the module_webp_enabled=no Scons parameter is basically a deathtrap.
Steps to reproduce
Compile Godot from source with module_webp_enabled=no setting.
Editor or game crashes with an error from \scene\resources\texture.cpp around line 560 in Godot3.x and line 365 in Godot4.x immediately when a texture is loaded.
Minimal reproduction project
see steps
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