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No animation options in 16RC1

A topic by VikingDan created Jul 31, 2024 Views: 179 Replies: 9
Viewing posts 1 to 4
(1 edit)

As before. On M2 Mac, Sonoma 14.6


Log shows:


Godot Engine v3.5.1.stable.custom_build.848a89252 - https://godotengine.org

OpenGL ES 3.0 Renderer: Apple M2 Pro

Async. shader compilation: OFF (enabled for project, but not supported)

ERROR: Error calling method from signal 'pressed': 'Control(main.gd)::_on_button_new_version_pressed': Method not found..

   at: emit_signal (core/object.cpp:1242) - Error calling method from signal 'pressed': 'Control(main.gd)::_on_button_new_version_pressed': Method not found..

ERROR: Condition "_first != nullptr" is true.

   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

   at: cleanup (core/object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/resource.cpp:417) - Resources still in use at exit (run with --verbose for details).

ERROR: There are still MemoryPool allocs in use at exit!

   at: cleanup (core/pool_vector.cpp:63) - Condition "allocs_used > 0" is true.

Hello, thank you for your report again

I can't rule out it  being a Mac OS thing, but I don't know.

Yes and I think it's specific to M2 or maybe the OS version (less probable) but very strange that it affects the animation panel, but I'll try to confirm that soon

I fixed a crash on MacOS, maybe some luck it could fix your issue if you can retry on RC2 please ?

No, still does it. Logs show:

pixelover.log

Godot Engine v3.5.1.stable.custom_build.a2ebb42a8 - https://godotengine.org

OpenGL ES 3.0 Renderer: Apple M2 Pro

Async. shader compilation: OFF (enabled for project, but not supported)

PixelOver v0.16-rc2 - https://pixelover.io

ERROR: Condition "_first != nullptr" is true.

   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

   at: cleanup (core/object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/resource.cpp:417) - Resources still in use at exit (run with --verbose for details).

ERROR: There are still MemoryPool allocs in use at exit!

   at: cleanup (core/pool_vector.cpp:63) - Condition "allocs_used > 0" is true.


pixeloverp.log

Godot Engine v3.5.1.stable.custom_build.a2ebb42a8 - https://godotengine.org

OpenGL ES 3.0 Renderer: Apple M2 Pro

Async. shader compilation: OFF (enabled for project, but not supported)

ERROR: Condition "err" is true. Returned: err

   at: load_source_code (modules/gdscript/gdscript.cpp:807) - Condition "err" is true. Returned: err

ERROR: Cannot load source code from file 'res://script/db_settings.gd'.

   at: load (modules/gdscript/gdscript.cpp:2209) - Condition "err != OK" is true. Returned: RES()

ERROR: Failed loading resource: res://script/db_settings.gd. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:271) - Condition "found" is true. Returned: RES()

Hello again, if you open "bones_animation.pixelover" through the example folder (you can reach example folder through the home page)

How the animation panel behave ? it's still collapsed or it's working like this ?

(1 edit)

Yes. It shows up on that file. A new project still has the same problem.
PixelOverK.log

Godot Engine v3.5.1.stable.custom_build.a2ebb42a8 - https://godotengine.org

OpenGL ES 3.0 Renderer: Apple M2 Pro

Async. shader compilation: OFF (enabled for project, but not supported)

PixelOver v0.16-rc2 - https://pixelover.io

ERROR: Condition "_first != nullptr" is true.

   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

   at: cleanup (core/object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/resource.cpp:417) - Resources still in use at exit (run with --verbose for details).

ERROR: There are still MemoryPool allocs in use at exit!

   at: cleanup (core/pool_vector.cpp:63) - Condition "allocs_used > 0" is true.

Pixeloverq.log

Godot Engine v3.5.1.stable.custom_build.a2ebb42a8 - https://godotengine.org

OpenGL ES 3.0 Renderer: Apple M2 Pro

Async. shader compilation: OFF (enabled for project, but not supported)

PixelOver v0.16-rc2 - https://pixelover.io

ERROR: Condition "_first != nullptr" is true.

   at: ~List (./core/self_list.h:108) - Condition "_first != nullptr" is true.

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

   at: cleanup (core/object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/resource.cpp:417) - Resources still in use at exit (run with --verbose for details).

ERROR: There are still MemoryPool allocs in use at exit!

   at: cleanup (core/pool_vector.cpp:63) - Condition "allocs_used > 0" is true.

(1 edit)

It's not just because the animation panel is collapsed so you just need to click on "animation". Because there is no way it would work on certain project and not new project.

But yes it would make sense if by default it's uncollapsed so it will be for the next update.

Son of a bitch! I swear I'd done that before and it wouldn't expand. 

Yay!