You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Godot version: v3.2.stable.official (Works on v3.1.2.stable)
OS/device including version: Linux/GNU Kubtunu 19.04
Issue description: This bug occurs after a large complex sequence of yields and signals in my group's project. It may be related to issues #30269 and #31455 since the error message in the editor is "Stack Underflow (Engine Bug)".
The only error in the errors tab is:
E 0:00:34.283 _disconnect: Disconnecting nonexistent signal 'loop_end', slot: 2474:_signal_callback.
<C++ Error> Condition "!s->slot_map.has(target)" is true.
<C++ Source> core/object.cpp:1522 @ _disconnect()
BattleBars.gd:83 @ slide_player_exp_bar()
The confusing thing is that the signal 'loop_end' is not part of BattleBars.gd and we are not disconnecting any signals in our code. Again, this bug is not present in version 3.1.2.
Minimal reproduction project: We have not been able to recreate this bug in a minimal project yet.
The text was updated successfully, but these errors were encountered:
call_deferred(string) is a Godot Object function that calls a specified function during the idle time of the node. It fixed our problem because the function I needed to call is part of a separate node than the one the code is in. The reason why it fixed our problem is that sometimes the node we are trying to call already finished its task and can not be updated in the current frame so call_deferred will make it so that that node on the next frame will then run that specified function.
Godot version: v3.2.stable.official (Works on v3.1.2.stable)
OS/device including version: Linux/GNU Kubtunu 19.04
Issue description: This bug occurs after a large complex sequence of yields and signals in my group's project. It may be related to issues #30269 and #31455 since the error message in the editor is "Stack Underflow (Engine Bug)".
The only error in the errors tab is:
E 0:00:34.283 _disconnect: Disconnecting nonexistent signal 'loop_end', slot: 2474:_signal_callback.
<C++ Error> Condition "!s->slot_map.has(target)" is true.
<C++ Source> core/object.cpp:1522 @ _disconnect()
BattleBars.gd:83 @ slide_player_exp_bar()
The confusing thing is that the signal 'loop_end' is not part of BattleBars.gd and we are not disconnecting any signals in our code. Again, this bug is not present in version 3.1.2.
Minimal reproduction project: We have not been able to recreate this bug in a minimal project yet.
The text was updated successfully, but these errors were encountered: