Godot exporter crashes blender when exporting twice with mesh in edit mode #73174
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Reference: blender/blender#73174
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System Information
Operating system: Linux-5.4.10-arch1-1-x86_64-with-glibc2.29 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44
Blender Version
Broken: version: 2.81 (sub 16), branch: makepkg, commit date: 2019-12-04 11:32, hash:
f1aa4d18d4
Worked: (optional)
Short description of error
Blender crashed after trying to export a scene using the https://github.com/godotengine/godot-blender-exporter/ plugin.
Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]
World.blend
system-info.txt
World.crash.txt
Added subscriber: @rcorre-3
Added subscriber: @JulienDuroure
Changed status from 'Needs Triage' to: 'Archived'
Hello,
This code is not part of Blender, please open a bug report directly on addon issue tracker: https://github.com/godotengine/godot-blender-exporter/
Thanks!
Added subscriber: @lichtwerk
This looks like some sort of corrupted file.
(Havent figured it out yet, but modeswitching has some issues in there -- so on these objects, you cannot actually enter editmode e.g., entering vertexpaint crashes...).
However, you can just append these objects back into a fresh file and everything seems to be fine (not getting these weird
Mesh 'Grid' is in editmode
errors).World_corrected.blend
I can export do Godot then (getting another - unrelated - error, but these sort of issues should be reported to the Godot people: ah, I see you already did that.... https://github.com/godotengine/godot-blender-exporter/issues/316)
Unfortunately unless there are clear instructions on how to reproduce this "corruption" from scratch we cannot debug this any further.
(First time I see something like this, and I cannot reproduce)
Will have to close this, we have a workaround for now, and make sure to comment here again if you can provide reproduction steps to get a mesh object into this "corrupted" state (we can always reopen the report in that case...)
I've managed to find a reliable repro. Let me know if I should continue the discussion here, or on godot-blender-exporter, or both.
I normally report bugs in the exporter only to the exporter (as @JulienDuroure mentioned), but I figured anything that manages to completely crash blender might be of interest to the blender devs.
For the repro:
Strangely, I've noticed this does not seem to happen if the cube has a mirror modifier on it.
Strangely, I cannot trigger the "Mesh in edit mode" error from the repro steps (even if I have a mesh in editmode).
[using the exporter from today btw...]
The warning is blenders warning when calling
bmesh.to_mesh()
Quick glimpse over the exporter shows it is doing
ob_evaluated.to_mesh(), then bmesh from that mesh, bmesh.to_mesh() to triangulate, but all seems OK to me.
Just to make sure, here is my file and the exporter settings:
#73174.blend
We should be after step 6.
exporting to godot, I dont get the error
Is this working for you?
You could also provide your file here if that helps...
Sorry, this is a tricky one to repro, and it doesn't seem to be 100%.
If I open World.blend, then repeatedly try to export (up to ~10 times), blender will eventually crash.
There's something about my preferences causing this. If I use
blender --factory-startup
, I can't repro it. With--factory-startup
, I don't see that gray frame after selecting the parent. It seems that blender stays in edit mode with the mesh selected, regardless of whether I select the parent or child.Some Addon maybe?
I've disabled all addons but the exporter and can still repro.
So I can't create this from scratch with factory settings, but if you open the file from https://developer.blender.org/T73174#851823 with --factory-startup, then enable the godot exporter and repeatedly export, blender will eventually crash.
This is the output:
Hit another one, this reproes pretty regularly tunnel.blend tunnel.crash.txt