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Follow-up to #72257
The PR fixed only half of the issue. Sub-resource IDs are no longer lost, but paths still are. When a scene is preloaded in a currently opened script, opening that scene will result in all sub-resources having empty paths until you save it. While it's harmless in most cases, it's a major pain for built-in scripts, because they appear as [unsaved] in the script editor (which leads to further issues, like not being closed on scene close or not being able to open multiple scripts).
godot.windows.editor.dev.x86_64_XCY1o59Wgj.mp4
As identified in #72257 (comment), the issue is caused by preload() using resource cache in a wrong way. This needs a GDScript fix (and #72257 can be then reverted).
Further issues with affected built-in scripts include not being able to use breakpoints and not being able to pin-point errors (their source shows as something like GDScript:-143434353, which is the default Object string that displays id). Which means the issue also exists at runtime and is even worse.
Godot version
4.0 a05670c
System information
Windows 10 x64
Issue description
Follow-up to #72257
The PR fixed only half of the issue. Sub-resource IDs are no longer lost, but paths still are. When a scene is preloaded in a currently opened script, opening that scene will result in all sub-resources having empty paths until you save it. While it's harmless in most cases, it's a major pain for built-in scripts, because they appear as
[unsaved]
in the script editor (which leads to further issues, like not being closed on scene close or not being able to open multiple scripts).godot.windows.editor.dev.x86_64_XCY1o59Wgj.mp4
As identified in #72257 (comment), the issue is caused by
preload()
using resource cache in a wrong way. This needs a GDScript fix (and #72257 can be then reverted).Steps to reproduce
Minimal reproduction project
PreloadBug.zip
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