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Seems to be present since 4.0 beta 10 and continues to be present in 4.1.1.
While this may not directly be an issue with tbloader, it does raise questions about the state of the node tree at the end of the build. Also useful to have a ticket here if someone else hits this issue.
My map is mid-sized with ~100 entities. Immediately after a mesh build (you can see the updated nodes appear), Godot freezes and throws itself into an unrecoverable infinite loop.
ERROR:ERROR: Only one draw/compute list can be active at the same time.
Only one draw/compute list can be active at the same time.
at: (drivers/vulkan/rendering_device_vulkan.cpp:7735)
at: (drivers/vulkan/rendering_device_vulkan.cpp:7735)
ERROR:ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
at: compute_list_bind_compute_pipeline (drivers/vulkan/rendering_device_vulkan.cpp:7748)
Seems to be present since 4.0 beta 10 and continues to be present in 4.1.1.
While this may not directly be an issue with tbloader, it does raise questions about the state of the node tree at the end of the build. Also useful to have a ticket here if someone else hits this issue.
My map is mid-sized with ~100 entities. Immediately after a mesh build (you can see the updated nodes appear), Godot freezes and throws itself into an unrecoverable infinite loop.
I'm tracking this related issue at Godot here: godotengine/godot#70607
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