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Tiles are seemingly randomly resetted in the editor #73674
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Could you check if this is still happening on RC3? We believe it might have been fixed. |
There is still something odd going on here, after updating to RC3 it suddenly added physics properties that I'm quite certain to never have touched while editing my tileset: I also again lost some terrain bitsets, but I can't say with 100% certainty that this happened with the RC3. Will keep you posted either way, I sadly still haven't found a proper way to reproduce this. At this point I can't even say for sure that it is related to me actually using the tile editor. |
I'm now on RC 5 and I can't quite tell whether this is related, but suddenly the first load of a tile set seems to fail all the time: If I load a second tileset and then switch back everything seems to be in order again. The errors in the output seem unrelated, although I don't have any plugins currently activated 🤔
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The previous comment was edited, it contained a stupid mistake on my side 😳 The described behaviour of mismatched terrains was a case of PICNIC. |
@MarcusRiemer Do you have up-to-date reproduction project? I only found a very minor bug where TileMap tab does not appear if it's selected right after opening scene (due to being scene root in this case), caused by #72420 |
I sadly didn't manage to replicate it in the sample project either, but the bug occurred again yesterday evening in my "production" project. But this time I saw when it happened: I had moved the window focus away from Godot 4.0.rc6.mono (yes, I started experimenting with C# in the meantime) and the moment I re-entered the mouse and Godot regained focus all tiles were reset to the "middle only" state. The attached screenshot had correct terrain assignments just seconds before: Thankfully I had saved before, so I could revert to a previous state by closing Godot and re-starting it. I didn't find a way to force reloading a resource other than a scene, so restarting Godot was the only thing that came to my mind. |
(Apologies if this is not formatted correctly, this is my first post.) I can confirm I am having this issue as well. It happens fairly consistently for me, but I can't seem to figure out the exact trigger. It happens consistently enough that I cannot make progress on my project as my tileset changes are deleted within minutes. All of the painted data I save for the Tileset is removed, including collision masks and terrain details. Normal tile information, including tile animation, seems to save correctly. I've attached a two screenshots of an example terrain painting being reset. In this particular instance, I clicked on a different window on my other monitor, and when I clicked back into Godot the error occurred, resetting the tiles as in screenshot two. The tileset editor also slows down slightly, which I assume has to do with the mass amount of errors that begin generating in the output. I took a screenshot (screenshot three) of the error messages, which took several minutes to load since Godot generated more than 200k of them in seconds. Extra details:
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Can you attach your project? |
Tilset Issue Project.zip |
Thanks, I was able to reproduce the issue. |
Hi everyone, I cannot provide any test data as I'm unsure what exactly is causing it, but I'm wondering if my project is suffering from this issue as well. For whatever reason, the Physics Layer 0 property is occasionally completed wiped from a tileset. ALL other properties are conserved, for what that's worth. Here's an example, where the Z index values were preserved but not the physics layer 0: I saw a spam of red lines. Unfortunately I didn't have logging enabled and I took no screenshots, so I can't confirm if we're suffering the same problem as PrinceOfCanada |
I encounter this too (4.0.1). Haven't noticed what triggers this, but at some seemingly random moments my tileset (saved as a .tres resource) loses both the collision markup in the physics layer and the terrain markup as well. If I find out more, I'll report. |
I tried to localise the bug and found out it's happening when the Dialogue Manager (v2.14.0) plugin is present (this might also be the case with @SqueakyThePig 's project that uses it as well). My knowledge of Godot is limited and I couldn't find what causes this, but since this sometimes crashes the whole editor, maybe it's not just a problem with the plugin? Here is a sample project to reproduce this (Windows 10, Godot 4.0.1.stable):
The error messages:
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@sgt I can confirm that we're also using Dialogue Manager, you're on to something. Anything I could help with? |
The MRP from #73674 (comment) where I confirmed the issue also has this addon 🤔 EDIT: |
The Dialogue Manager doesn't have any actual references to Tileset stuff so I'm not sure how it would be related yet. I'll have a look at that example project when I get a chance and see if I can work out what's up. |
It doesn't need to be related to TileSet. It might be e.g. wrong use of |
I have localised the problem further. The TileSet reset is triggered when the plugin calls The call in question is at |
@sgt I think you're right about there being an issue with calling |
Thank you both very much for your hard work on this, @nathanhoad @sgt , it's very much appreciated! Nathan please feel free to reach out if you'd like any help testing |
I've released Dialogue Manager v2.14.1 which should work around whatever is happening in |
I'm seeing the same (or a variant, at least) issue on Godot 4.0.2 without any plugins installed or running. I have one TileMap whose tileset collision changes aren't propagating to the terrain created with it. I am also unable to add or remove atlases from the tileset, the remove/add buttons are outright disabled now, and so are the Paint, Eraser and the 3 dots options. I then created a new TileMap (thinking perhaps having created the original in 4.0.0 that some corrupted data had been present in it that might be resolved in a fresh 4.0.2 node) I was seeing a swarm of errors when I Erased some tiles, then undid it (though this one I cannot reproduce, it seems to work at the moment). The repeating error thrown is |
I am having the same issue as @HelpfulFerret. No plugins installed, using 4.0.2. I have tried having the TileSet saved as a separate resource, as well as making it unique. Seems to randomly clear my physics layer values - it doesn't get rid of the layer, just all the saved collision layers (so that the player doesn't collide anymore). EDIT: Also seems to get rid of any terrains I've created. Trying to redo the terrains, my output tab is spammed with thousands of these errors: scene/resources/tile_set.cpp:5403 - Condition "!is_valid_terrain_peering_bit(p_peering_bit)" is true. Returning: -1 |
This happened to me as well. I've updated my Dialogue Manager plugin so hopefully it won't happen again, but just want to throw my vote in for this as too. |
So I can't follow all the technical details but the fact that a plugin is causing the completely unrelated behavior is still a bug right and should be fixed on Godot side? |
Yeah the issue isn't technically a Dialogue Manager thing - as far as I can tell it's a problem with scanning in EditorFileSystem. The changes to Dialogue Manager just worked around the issue. |
I can confirm this is happening to me even in the latest unstable build without any plugins, having entire physics layers get wiped for my tilesets makes this sort of unusable. |
Keeps happening on 4.0.2 stable (with dotnet) - although i'm not using dotnet on my code base. Goes back to normal once I re-open the engine tho.
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This just happened to me in 4.1.dev4, just confirming that we haven't accidentally fixed this yet. (vanilla Godot, no mods) |
While this is a nasty issue, it's unlikely to be fixed for 4.1-stable as we're now in release freeze, and any change to this logic might risk introducing other regressions. As soon as a potential fix is PR'ed, we'll assess it for cherry-picking to 4.1.x (and possibly 4.0.x if the fix seems safe enough). |
I recently made those two PRs: #78477 and #78561. They might have fixed the issue, but it is hard to know without reliable reproduction steps. Please let me know if anyone still experience the bug in the next release. |
Well, I tried out the reproduction steps I listed previously and the problem doesn't seem to occur now. |
I will say it hasn't happened to me since the update, so to me at least it seems like it's fixed and can be closed. |
Closing then. Please comment if you still manage to reproduce in 4.2 beta4 or newer. |
Godot version
Initially, 4.0.rc2, last seen on 4.0.rc6
System information
Issue description
"Something" in Godot 4 RC2 keeps removing properties I have set on tilesets not only during editing runtime, but also on disk. I didn't perceive this behavior earlier and I started working with Godot 4 around Beta 14.
Steps to reproduce
Create a tileset with a terrain set that has two terrains.

Paint some of the tiles properly.


Do some work in the editor / restart the editor. Neither triggers the problem with 100% certainty, but "often". I usually recognize this problem once the "Terrain" Tile Map painting tool shows nothing but the "Connect Mode" and "Path Mode" options for a certain terrain.
So suddenly all bits except for the center bit are lost. This also applies to e.g. physics layer properties, they are just gone. If I saved in the meantime, checking the changes in git reveals that these properties have indeed been deleted from the files.


Minimal reproduction project
godot-v4-tile-painting-repro.zip
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