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
Crashes when saving as .res file after generating. Can copy & paste and save, but not save as.
Crash not just limited to import tool - crashes when generated map is copied & pasted to Terrain3D in another scene.
Stack trace points to possible bug in engine - maybe because file was over 4gb?
Logs
C:\Godot_v4.3\bin\windows>godot.windows.editor.x86_64.console.exe --terrain3d-debug=EXTREME
Godot Engine v4.3.stable.custom_build.77dcf97d8 (2024-08-14 23:00:16 UTC) - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 561.09 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 4050 Laptop GPU
Editing project: D:/Godot/vrtest
Godot Engine v4.3.stable.custom_build.77dcf97d8 (2024-08-14 23:00:16 UTC) - https://godotengine.org
Vulkan 1.3.280 - Forward Mobile - Using Device #0: NVIDIA - NVIDIA GeForce RTX 4050 Laptop GPU
================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.3.stable.custom_build (77dcf97d82cbfe4e4615475fa52ca03da645dbd8)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] <couldn't map PC to fn name>
[1] <couldn't map PC to fn name>
[2] <couldn't map PC to fn name>
[3] <couldn't map PC to fn name>
[4] <couldn't map PC to fn name>
[5] <couldn't map PC to fn name>
[6] <couldn't map PC to fn name>
[7] <couldn't map PC to fn name>
[8] <couldn't map PC to fn name>
[9] <couldn't map PC to fn name>
[10] <couldn't map PC to fn name>
[11] <couldn't map PC to fn name>
[12] <couldn't map PC to fn name>
[13] <couldn't map PC to fn name>
[14] <couldn't map PC to fn name>
[15] <couldn't map PC to fn name>
[16] <couldn't map PC to fn name>
[17] <couldn't map PC to fn name>
[18] <couldn't map PC to fn name>
[19] <couldn't map PC to fn name>
[20] <couldn't map PC to fn name>
[21] <couldn't map PC to fn name>
[22] <couldn't map PC to fn name>
[23] <couldn't map PC to fn name>
[24] <couldn't map PC to fn name>
[25] <couldn't map PC to fn name>
[26] <couldn't map PC to fn name>
[27] <couldn't map PC to fn name>
[28] <couldn't map PC to fn name>
[29] <couldn't map PC to fn name>
[30] <couldn't map PC to fn name>
[31] <couldn't map PC to fn name>
[32] <couldn't map PC to fn name>
[33] <couldn't map PC to fn name>
[34] <couldn't map PC to fn name>
[35] <couldn't map PC to fn name>
[36] <couldn't map PC to fn name>
[37] <couldn't map PC to fn name>
[38] <couldn't map PC to fn name>
[39] <couldn't map PC to fn name>
[40] <couldn't map PC to fn name>
[41] <couldn't map PC to fn name>
[42] <couldn't map PC to fn name>
[43] <couldn't map PC to fn name>
[44] <couldn't map PC to fn name>
[45] <couldn't map PC to fn name>
[46] <couldn't map PC to fn name>
[47] <couldn't map PC to fn name>
-- END OF BACKTRACE --
================================================================
Attached some more useful info...
Actual error:
Exception thrown: write access violation.
this->**write_ptr** was 0x111011181110112.
Stack trace:
> godot.windows.editor.x86_64.exe!FileAccessCompressed::store_8(unsigned char p_dest) Line 349 C++
godot.windows.editor.x86_64.exe!FileAccess::store_buffer(const unsigned char * p_src, unsigned __int64 p_length) Line 716 C++
godot.windows.editor.x86_64.exe!ResourceFormatSaverBinaryInstance::write_variant(Ref<FileAccess> f, const Variant & p_property, HashMap<Ref<Resource>,int,HashMapHasherDefault,HashMapComparatorDefault<Ref<Resource>>,DefaultTypedAllocator<HashMapElement<Ref<Resource>,int>>> & resource_map, HashMap<Ref<Resource>,int,HashMapHasherDefault,HashMapComparatorDefault<Ref<Resource>>,DefaultTypedAllocator<HashMapElement<Ref<Resource>,int>>> & external_resources, HashMap<StringName,int,HashMapHasherDefault,HashMapComparatorDefault<StringName>,DefaultTypedAllocator<HashMapElement<StringName,int>>> & string_map, const PropertyInfo & p_hint) Line 1884 C++
godot.windows.editor.x86_64.exe!ResourceFormatSaverBinaryInstance::write_variant(Ref<FileAccess> f, const Variant & p_property, HashMap<Ref<Resource>,int,HashMapHasherDefault,HashMapComparatorDefault<Ref<Resource>>,DefaultTypedAllocator<HashMapElement<Ref<Resource>,int>>> & resource_map, HashMap<Ref<Resource>,int,HashMapHasherDefault,HashMapComparatorDefault<Ref<Resource>>,DefaultTypedAllocator<HashMapElement<Ref<Resource>,int>>> & external_resources, HashMap<StringName,int,HashMapHasherDefault,HashMapComparatorDefault<StringName>,DefaultTypedAllocator<HashMapElement<StringName,int>>> & string_map, const PropertyInfo & p_hint) Line 1864 C++
godot.windows.editor.x86_64.exe!ResourceFormatSaverBinaryInstance::save(const String & p_path, const Ref<Resource> & p_resource, unsigned int p_flags) Line 2341 C++
godot.windows.editor.x86_64.exe!ResourceFormatSaverBinary::save(const Ref<Resource> & p_resource, const String & p_path, unsigned int p_flags) Line 2482 C++
godot.windows.editor.x86_64.exe!ResourceSaver::save(const Ref<Resource> & p_resource, const String & p_path, unsigned int p_flags) Line 128 C++
godot.windows.editor.x86_64.exe!EditorNode::save_resource_in_path(const Ref<Resource> & p_resource, const String & p_path) Line 1317 C++
godot.windows.editor.x86_64.exe!EditorNode::_dialog_action(String p_file) Line 2154 C++
[Inline Frame] godot.windows.editor.x86_64.exe!call_with_variant_args_helper(EditorNode *) Line 304 C++
[Inline Frame] godot.windows.editor.x86_64.exe!call_with_variant_args(EditorNode * p_instance, void(EditorNode::*)(String) p_method, const Variant * *) Line 418 C++
godot.windows.editor.x86_64.exe!CallableCustomMethodPointer<EditorNode,String>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 103 C++
godot.windows.editor.x86_64.exe!Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 58 C++
godot.windows.editor.x86_64.exe!Object::emit_signalp(const StringName & p_name, const Variant * * p_args, int p_argcount) Line 1190 C++
godot.windows.editor.x86_64.exe!Node::emit_signalp(const StringName & p_name, const Variant * * p_args, int p_argcount) Line 3896 C++
godot.windows.editor.x86_64.exe!Object::emit_signal<String>(const StringName & p_name, String <p_args_0>) Line 936 C++
godot.windows.editor.x86_64.exe!EditorFileDialog::_action_pressed() Line 617 C++
[Inline Frame] godot.windows.editor.x86_64.exe!call_with_variant_args_helper(EditorFileDialog *) Line 304 C++
[Inline Frame] godot.windows.editor.x86_64.exe!call_with_variant_args(EditorFileDialog * p_instance, void(EditorFileDialog::*)() p_method, const Variant * *) Line 418 C++
godot.windows.editor.x86_64.exe!CallableCustomMethodPointer<EditorFileDialog>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 104 C++
godot.windows.editor.x86_64.exe!Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 58 C++
godot.windows.editor.x86_64.exe!Object::emit_signalp(const StringName & p_name, const Variant * * p_args, int p_argcount) Line 1190 C++
godot.windows.editor.x86_64.exe!Node::emit_signalp(const StringName & p_name, const Variant * * p_args, int p_argcount) Line 3896 C++
godot.windows.editor.x86_64.exe!Object::emit_signal<>(const StringName & p_name) Line 936 C++
godot.windows.editor.x86_64.exe!AcceptDialog::_ok_pressed() Line 138 C++
[Inline Frame] godot.windows.editor.x86_64.exe!call_with_variant_args_helper(AcceptDialog *) Line 304 C++
[Inline Frame] godot.windows.editor.x86_64.exe!call_with_variant_args(AcceptDialog * p_instance, void(AcceptDialog::*)() p_method, const Variant * *) Line 418 C++
godot.windows.editor.x86_64.exe!CallableCustomMethodPointer<AcceptDialog>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 104 C++
godot.windows.editor.x86_64.exe!Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 58 C++
godot.windows.editor.x86_64.exe!Object::emit_signalp(const StringName & p_name, const Variant * * p_args, int p_argcount) Line 1190 C++
godot.windows.editor.x86_64.exe!Node::emit_signalp(const StringName & p_name, const Variant * * p_args, int p_argcount) Line 3896 C++
godot.windows.editor.x86_64.exe!Object::emit_signal<>(const StringName & p_name) Line 936 C++
godot.windows.editor.x86_64.exe!BaseButton::_pressed() Line 138 C++
godot.windows.editor.x86_64.exe!BaseButton::on_action_event(Ref<InputEvent> p_event) Line 176 C++
godot.windows.editor.x86_64.exe!BaseButton::gui_input(const Ref<InputEvent> & p_event) Line 69 C++
godot.windows.editor.x86_64.exe!Control::_call_gui_input(const Ref<InputEvent> & p_event) Line 1831 C++
godot.windows.editor.x86_64.exe!Viewport::_gui_call_input(Control * p_control, const Ref<InputEvent> & p_input) Line 1570 C++
godot.windows.editor.x86_64.exe!Viewport::_gui_input_event(Ref<InputEvent> p_event) Line 1836 C++
godot.windows.editor.x86_64.exe!Viewport::push_input(const Ref<InputEvent> & p_event, bool p_local_coords) Line 3259 C++
godot.windows.editor.x86_64.exe!Window::_window_input(const Ref<InputEvent> & p_ev) Line 1680 C++
[Inline Frame] godot.windows.editor.x86_64.exe!call_with_variant_args_helper(Window *) Line 304 C++
[Inline Frame] godot.windows.editor.x86_64.exe!call_with_variant_args(Window * p_instance, void(Window::*)(const Ref<InputEvent> &) p_method, const Variant * *) Line 418 C++
godot.windows.editor.x86_64.exe!CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 103 C++
godot.windows.editor.x86_64.exe!Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 58 C++
godot.windows.editor.x86_64.exe!Callable::call<Ref<InputEvent>>(Ref<InputEvent> <p_args_0>) Line 876 C++
godot.windows.editor.x86_64.exe!DisplayServerWindows::_dispatch_input_event(const Ref<InputEvent> & p_event) Line 3557 C++
godot.windows.editor.x86_64.exe!Input::_parse_input_event_impl(const Ref<InputEvent> & p_event, bool p_is_emulated) Line 775 C++
godot.windows.editor.x86_64.exe!Input::flush_buffered_events() Line 1056 C++
godot.windows.editor.x86_64.exe!DisplayServerWindows::process_events() Line 3025 C++
godot.windows.editor.x86_64.exe!OS_Windows::run() Line 1666 C++
godot.windows.editor.x86_64.exe!widechar_main(int argc, wchar_t * * argv) Line 181 C++
godot.windows.editor.x86_64.exe!_main() Line 208 C++
godot.windows.editor.x86_64.exe!main(int argc, char * * argv) Line 220 C++
[External Code]
Thanks for the detailed issue though. Now you should be able to save up to 65.5 x 65.5km, though you'll probably run out of ram or vram until we get streaming in.
Terrain3D version
v0.9.0, v0.9.2-beta
System information
Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 4050 Laptop GPU (NVIDIA; 32.0.15.6109) - 12th Gen Intel(R) Core(TM) i5-12450H (12 Threads)
Is the issue reproducable in the demo?
Not applicable
Issue description
Crashes when saving as .res file after generating. Can copy & paste and save, but not save as.
Crash not just limited to import tool - crashes when generated map is copied & pasted to Terrain3D in another scene.
Stack trace points to possible bug in engine - maybe because file was over 4gb?
Logs
Attached some more useful info...
Actual error:
Stack trace:
And the state of the scoped vars:
The text was updated successfully, but these errors were encountered: