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The culprit is one of the recursive check PRs. I profiled the editor and in the case above most of the time is spent in get_property_list() method of TileAtlasSource, called by _check_node_path_recursive() in SceneTreeDock. Apparently this tile method is very slow and here it's called tens of times.
Not sure what the fix would be, maybe the editor should skip external resources (is it safe to assume they don't point to anything on the scene?). Or we could have a list of exceptions that are known to be slow and don't have NodePaths.
Reverting #80721 (might be "one of the recursive check PRs") using RC2 used as base commit fixes this problem and, for some reason, does not seem to reintroduce the bugs fixed in the PR. I have no earthly idea how this works, and it definitely have to be tested by some other people.
Godot version
4.2 beta6
System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
Issue description
godot.windows.editor.dev.x86_64_3sKvkuw0Am.mp4
The culprit is one of the recursive check PRs. I profiled the editor and in the case above most of the time is spent in
get_property_list()
method of TileAtlasSource, called by_check_node_path_recursive()
in SceneTreeDock. Apparently this tile method is very slow and here it's called tens of times.Not sure what the fix would be, maybe the editor should skip external resources (is it safe to assume they don't point to anything on the scene?). Or we could have a list of exceptions that are known to be slow and don't have NodePaths.
Steps to reproduce
Minimal reproduction project
LagSet.zip
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