Comments (18)
Sounds great, please remember to sync and finish compiling before testing :)
Cheers
from creature_godot.
Sync up and try again. Just checked in a fix. Now it doesn't crash if the incorrect name was typed in.
Create a new CreatureGodot object and give it a go.
from creature_godot.
https://www.kestrelmoon.com/creaturesamples/LichLordProject.creaProj.zip
from creature_godot.
Ok this is my mistake. The archive contains the actual creature project file, not the exported data. But if you set an archive without a proper exported json file for the file - it crashes the entire engine - which is pretty harsh. :)
It would also be nice if we could navigate to the file, but I guess that would create more work for you
from creature_godot.
In fact typing anything in the file box will crash godot, so the user has to always paste the name of the file. In often cases this could lead to a crash, because I like to keep the assets in a subfolder
from creature_godot.
nice! thank you. I will recompile and give it a try asap.
from creature_godot.
Btw, it only works for exported jsons or zipped jsons. Error checking for other files will take more time. Sorry.
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does it still crash godot if I start typing the path manually?
Since there is no way to navigate to the file, a lot of people who keep their animations in a subfolder might do this:
type
res://myAnimationsFolder/
then paste the name of the file at the end of the line
But now when you start typing, you wont go as far as 're...' before it crashes the whole editor.
Its not the worst thing - but definitelly a big gotcha that deserves a warning.
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That is very strange, I am experiencing no such crash at all on Windows.
Is this a Linux editor issue? I do not control the textbox UI code, that is all up to Godot.
What does your error console print?
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I need to check it again - but it might be a linux specific one - in which case I will forward it to godot devs for more info.
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I just double checked again on Windows. I can keep typing in the textbox with a totally bogus filename without any crashes.
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Also, what is your print out in your console before the crash?
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For example, I am currently typing in a bogus file called "test" that does not exist, I get the following printout:
settings changed
CreatureGodot::load_json() - Loading file: test
CreatureGodot::load_json() - ERRROR! Could not load file: test
But no crashes. Godot Editor runs just fine.
from creature_godot.
when I type res:// and hit enter godot crashes with this error:
CreatureGodot::load_json() - Loading file: /home/owl/INSTALL/godot/creature2dExample/
LoadCreatureJSONData() - Error parsing JSON!
CreatureGodot::load_json() - Finished loading file: /home/owl/INSTALL/godot/creature2dExample/
godot.x11.tools.64: modules/creaturegodot/gason/gason.h:85: JsonNode* JsonValue::toNode() const: Assertion `getTag() == JSON_TAG_ARRAY || getTag() == JSON_TAG_OBJECT' failed.
I will try it with the fixes in a bit. still recompiling
from creature_godot.
That is very strange, did you sync up and rebuild the latest changes?
from creature_godot.
not yet, I am compiling it now
from creature_godot.
ok tested it!
I confirm that your last commit has fixed the issue. Now when I type a wrong directory or path, it just gets erased from the input box. That was an awesome and qucik fix. 👍
from creature_godot.
thank you for the awesome plugin and for the fixes.
from creature_godot.
Related Issues (20)
- Latest version does not seem to compile correctly. (Godot 3.0.5 Stable) HOT 3
- Godot compiling error (only happens when I add creaturegodot module) HOT 6
- Creature Node in Godot's 3D environment? HOT 1
- Issue while compiling the Creature Plugin with Godot 3.1 HOT 2
- Issue with 3.1.1 android compiling HOT 5
- Export build crashes when using CreatureGodot node HOT 10
- Issue with 3.1.2 android compiling HOT 2
- Build fails with godot 3.2 HOT 5
- Missing tutorial for godot normal map HOT 1
- Color Flags aren't exported to JSON file HOT 4
- Creature module does not work with godot 3.3.2 HOT 2
- Shader Incompatibility
- blend_to_animation snaps instead of blending HOT 2
- [feature request] Translate/rotate bones via runtime code in game HOT 3
- Creature are unable to find json file in custom export template (WIN64 and probably all platforms) HOT 4
- Creature plugin should give to the user hability to cancel "print" to console HOT 1
- Some commit after 30 abr 2016 breaks preview animation in godot editor (Win764bit) HOT 8
- Ability to mix two animations in the runtime HOT 1
- Error building Godot 3.0 with creature module HOT 7
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