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When a project doesn't have scene_groups_cache.cfg, the editor will crawl every scene and fetch node groups. During this process the editor is unresponsive and it may take a looooong time if the scenes are heavy and there is many of them.
We should add some progress bar for this action, so the user knows that something is happening.
It would be nice if fetching groups did not involve fully loading the scene, because if it references some heavy resources, they are being repeatedly loaded and unloaded, which is just wasteful. You don't need to do that to know groups.
Steps to reproduce
Have a big project
Don't have scene_groups_cache.cfg in your .godot folder
Tested versions
4.3 after #60965
System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
Issue description
When a project doesn't have
scene_groups_cache.cfg
, the editor will crawl every scene and fetch node groups. During this process the editor is unresponsive and it may take a looooong time if the scenes are heavy and there is many of them.Steps to reproduce
scene_groups_cache.cfg
in your.godot
folderMinimal reproduction project (MRP)
LongGroups.zip
Can be used to test both raised points.
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