I reopened godot after having it closed for a day or two, and it tries to reimport everything in the project, gets to 99%, then crashes. Is there any way to figure out why or is my project just screwed? I’ve tried restarting my computer, reinstalling Godot, opening the project with both Godot mono and normal Godot, reinstalling graphics drivers, and deleting shader cache files. It seems to load and build fine with no issues on my M1 MacBook Air. Below is the debug output:
Look the cowdata.h will not help in this case, this error means a problem that is unrecoverable (CRASH_BAD_INDEX), what can help is reproduce the bug using a godot binary with debug symbols so we’ll get a backtrace instead this “no debug info”. You can try compile from source to build a version with debug symbols or if you can share the project open an issue on Godot github so that can be investigated.
(which is a regression bug for 4.3, but is fixed in 4.4)
It’ll probably be cherry-picked for 4.3.1
So its probably some edge case with your model/texture that is breaking the engine.
I’d say you could just delete the model that is likely to have problems… You’ll at least be able to open the project
From there, you can recover your scene manually. And fix re-export/fix the model with problems.
I’m sure you’ve tried, but when strange stuff happens, always try to delete the “.godot” folder and let godot generate all resources. Sometimes it helps.
If even after deleting the .godot file it doesn’t work.
Try to start a new empty project…
And put only your models and textures there, and see if that also breaks.
If it does, try to find exactly what model/texture is breaking the importer. (remember to delete the “.godot” to force godot to regenerate when trying to find this out)
What @Gustjc said is possible, if you want to test you can download Godot 4.4 dev 3 that has this fix implemented (make sure to backup your project before open): Download Godot 4.4 (dev3) – Godot Engine
This worked, the solution was deleting pistol.obj which shows up in the errors. It also happens to be the last asset name shown in the re-import progress bar before it crashes at 99%, which in hindsight should have been a tip off. This still doesn’t explain why it worked fine on my Mac though.