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I can't create or open a project in Godot 4.1.1 #79653

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E-niek opened this issue Jul 19, 2023 · 8 comments
Closed

I can't create or open a project in Godot 4.1.1 #79653

E-niek opened this issue Jul 19, 2023 · 8 comments

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@E-niek
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E-niek commented Jul 19, 2023

Godot version

4.1.1 - .NET
System information

Artix Linux x86_64, Intel Pentium G6960 (2) @ 2.933G
Issue description

When I try to open/create a project it always crashes with this error: 'ERROR: Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead. at: propagate_notification (scene/main/node.cpp:2208)'

Program crashed with signal 11

@Calinou
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Calinou commented Jul 19, 2023

The error you're quoting is not the reason for the crash. Please paste the full log here between 3 backticks (```).

Also, can you reproduce this with a standard (non-C#) build?

PS: Please don't remove the headings from the issue template. They are here for a reason 🙂

@E-niek
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E-niek commented Jul 19, 2023

Thanks for your response,

I don't have much experience with this, so forgive if it is a bit messy :).
For the non C# build: same issue, it doesn't work with that either.

This is the (error) response for the C#(!) build:

 Vulkan API 1.3.246 - Forward+ - Using Vulkan Device #0: Unknown - llvmpipe (LLVM 15.0.7, 128 bits)
 
WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:73)
ERROR: Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead.
   at: propagate_notification (scene/main/node.cpp:2208)

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.1.stable.mono.official (bd6af8e0ea69167dd0627f3bd54f9105bda0f8b5)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/share/dotnet/shared/Microsoft.NETCore.App/7.0.9/libcoreclr.so(+0x4a9cfe) [0x7f83e74a9cfe] (??:0)
[2] /usr/share/dotnet/shared/Microsoft.NETCore.App/7.0.9/libcoreclr.so(+0x4a91e7) [0x7f83e74a91e7] (??:0)
[3] /usr/lib/libc.so.6(+0x38f50) [0x7f84423aef50] (??:0)
[4] llvm::CmpInst::getInversePredicate(llvm::CmpInst::Predicate) (??:0)
[5] [0x7f84241309f0] (??:0)
-- END OF BACKTRACE --
================================================================
ERROR: Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead.
   at: propagate_notification (scene/main/node.cpp:2208)

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.1.stable.mono.official (bd6af8e0ea69167dd0627f3bd54f9105bda0f8b5)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/share/dotnet/shared/Microsoft.NETCore.App/7.0.9/libcoreclr.so(+0x4a9cfe) [0x7f83e74a9cfe] (??:0)
[2] /usr/share/dotnet/shared/Microsoft.NETCore.App/7.0.9/libcoreclr.so(+0x4a91e7) [0x7f83e74a91e7] (??:0)
[3] /usr/lib/libc.so.6(+0x38f50) [0x7f84423aef50] (??:0)
[4] /usr/share/dotnet/shared/Microsoft.NETCore.App/7.0.9/libcoreclr.so(+0x492d7b) [0x7f83e7492d7b] (??:0)
[5] /usr/share/dotnet/shared/Microsoft.NETCore.App/7.0.9/libcoreclr.so(+0x4a9d4b) [0x7f83e74a9d4b] (??:0)
[6] /usr/lib/libc.so.6(+0x38f50) [0x7f84423aef50] (??:0)
[7] /usr/lib/libc.so.6(+0x8791c) [0x7f84423fd91c] (??:0)
[8] /usr/lib/libc.so.6(gsignal+0x18) [0x7f84423aeea8] (??:0)
[9] /usr/lib/libc.so.6(abort+0xd7) [0x7f844239853d] (??:0)
[10] /home/e-niek/Godot.NET/Godot_v4.1.1-stable_mono_linux_x86_64/Godot_v4.1.1-stable_mono_linux.x86_64() [0xeb14d2] (??:0)
[11] /usr/share/dotnet/shared/Microsoft.NETCore.App/7.0.9/libcoreclr.so(+0x4a9cfe) [0x7f83e74a9cfe] (??:0)
[12] /usr/share/dotnet/shared/Microsoft.NETCore.App/7.0.9/libcoreclr.so(+0x4a91e7) [0x7f83e74a91e7] (??:0)
[13] /usr/lib/libc.so.6(+0x38f50) [0x7f84423aef50] (??:0)
[14] llvm::CmpInst::getInversePredicate(llvm::CmpInst::Predicate) (??:0)
[15] [0x7f84241309f0] (??:0)
-- END OF BACKTRACE --

This is the (error) response for the NON(!) C# build:

WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:73)
ERROR: Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead.
   at: propagate_notification (scene/main/node.cpp:2208)

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.1.stable.official (bd6af8e0ea69167dd0627f3bd54f9105bda0f8b5)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x38f50) [0x7f5456fc3f50] (??:0)
[2] llvm::CmpInst::getInversePredicate(llvm::CmpInst::Predicate) (??:0)
[3] [0x7f5438152780] (??:0)
-- END OF BACKTRACE --

Thanks

@TheYellowArchitect
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TheYellowArchitect commented Jul 19, 2023

Just for context, I run Artix Linux on 4.1 stable and have no problems, so I doubt its the OS. That said, the Artix Linux I run is deprecated/obsolete (its a rolling-release but I haven't updated in many months), but Artix Linux is extremely stable all in all, never heard of something breaking by an update.

@E-niek some questions so we can help you out:

  1. Have you previously opened a Godot project succesfuly, e.g. in 4.0 stable? (I remember I had graphics drivers issues before installing proprietary NVIDIA drivers)
  2. Which project do you try to open, could you upload it? Or is the above log from creating an empty project?

@E-niek
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E-niek commented Jul 19, 2023

Well, I do have another Artix Linux device with 4.1 C# on it, and there it works fine, so that's a bit weird.

  1. I didn't open a project in another version, because this is the first time I install Godot on this device, I know Godot since a few days now, so I'm pretty new with it.

  2. The log is from creating an empty project and try to create and edit it.

@Calinou
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Calinou commented Jul 19, 2023

The crash backtrace points to llvmpipe being used for software Vulkan rendering.

You need to use the Compatibility rendering method, as your graphics card doesn't support Vulkan. See #58927.

That said, if all you have is the integrated graphics from your CPU, it won't be able to even run the Compatibility rendering method. 1st-gen Intel IGPs only support OpenGL 2.1, on top of being very slow.

@E-niek
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E-niek commented Jul 20, 2023

If I add '--renderer-driver-opengl3' then it works fine :).
Or I click on 'Compatibility' when creating a project:

Screenshot_2023-07-20_09-45-11

Do you think I have the same functions as if I would use Vulkan, or is Opengl3 less supported?

@TheYellowArchitect
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Do you think I have the same functions as if I would use Vulkan, or is Opengl3 less supported?

The different features are exclusively on graphics/rendering and even there, most features are shared between vulkan and opengl3 from what I know. I doubt you will run into any rendering-exclusive features for quite sometime. Probably never if you use mostly 2D graphics

@E-niek
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E-niek commented Jul 20, 2023

Thanks for solving my issue, I'm closing this now.

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