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Getting Condition "plugins_list.has(p_plugin)" is true error when opening a project with a theme #80126

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miv391 opened this issue Aug 1, 2023 · 10 comments · Fixed by #80517

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@miv391
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miv391 commented Aug 1, 2023

Godot version

v4.2.dev2.official [da81ca6]

System information

Godot v4.2.dev2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)

Issue description

Error happens when a project is opened. It doesn't happen everytime, probability seems to be more than 50%. It feels like the layout used when Godot is closed has something to do with the probability of the error so I left some of the files in .godot folder in the minimal reproduction project..

Godot Engine v4.2.dev2.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.
  modules/gltf/register_types.cpp:73 - 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.
--- Debug adapter server started ---
--- GDScript language server started ---
  editor/editor_node.cpp:8282 - Condition "plugins_list.has(p_plugin)" is true.

kuva

Sometimes there is also an another error message ("slot >= slot_max"), but it is much rarer.

Godot Engine v4.2.dev2.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.
  modules/gltf/register_types.cpp:73 - 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.
--- Debug adapter server started ---
--- GDScript language server started ---
  ./core/object/object.h:996 - Condition "slot >= slot_max" is true. Returning: nullptr
  editor/editor_node.cpp:8282 - Condition "plugins_list.has(p_plugin)" is true.

Steps to reproduce

  1. create new project
  2. add Control node
  3. add new Theme to Control node
  4. save project
  5. restart Godot
  6. load project
  7. -> error message, (but only sometimes, not always)

Minimal reproduction project

g42_plugin.zip

@miv391 miv391 changed the title Getting Condition "plugins_list.has(p_plugin)" is true error when openin project with a theme Getting Condition "plugins_list.has(p_plugin)" is true error when opening a project with a theme Aug 1, 2023
@midasbuitink
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I'm having the same issue on v4.1.1.stable.official [bd6af8e] (Windows 10)

@YuriSizov YuriSizov added this to the 4.2 milestone Aug 7, 2023
@Ione15
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Ione15 commented Aug 11, 2023

Same on 4.1.1.stable Via Steam (Windows 11 / OS Build 22621.2070)

@nezvers
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nezvers commented Aug 20, 2023

4.1.1.stable got couple on opening project, BUT I got extra entry by folding Theme resource on root node that was expanded.

@Daniel-Chin
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Daniel-Chin commented Sep 7, 2023

I sometimes get two occurrences every boot, reading:

Godot Engine v4.1.1.stable.mono.official.bd6af8e0e - https://godotengine.org
Vulkan API 1.3.250 - Forward+ - Using Vulkan Device #0: Intel - Intel(R) Iris(R) Xe Graphics

ERROR: Condition "plugins_list.has(p_plugin)" is true.
   at: add_plugin (editor/editor_node.cpp:8195)
ERROR: Condition "plugins_list.has(p_plugin)" is true.
   at: add_plugin (editor/editor_node.cpp:8195)

@willfleetw
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This issue is still occurring in v4.2.1.stable.official, on MacOS

@may-bell
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still occurring, v4.2.2-stable.

@mattravenhall
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This may be incidental, but I managed to remove this error message (in v4.2.2.stable on Pop!_OS) by replacing a '.free()' call with '.remove_child()' followed by '.queue_free() in a script attached to the root node of the scene being opened by default on launch. I made no other changes. Specifically I replaced:

func _remove_children(node: Node) -> void:
	if len(node.get_children()) == 0:
		return
	for child in node.get_children():
		child.free()

with

func _remove_children(node: Node) -> void:
	if len(node.get_children()) == 0:
		return
	for child in node.get_children():
		node.remove_child(child)
		child.queue_free()

I was previously seeing the following errors:
On every project launch: editor/editor_node.cpp:8282 - Condition "plugins_list.has(p_plugin)" is true.
On some project launches: ./core/object/object.h:996 - Condition "slot >= slot_max" is true. Returning: nullptr

I cannot make the errors return by reverse that change.

@HanKruiger
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I had the same error (that did not have any noticeable consequences), but could get rid of it by doing the following:

  1. Close Godot
  2. Back up the .godot folder of the project to a safe location. (Just to be sure.)
  3. Open Godot and reopen the project

The error did not reappear after this.

I did play around with plugins before, but deleted them and could not find any reference to it in my scenes or project files.

The error seemed to occur in a scene where I used an AnimatedSprite2D.

@marcus-dias09
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I am getting the same error in the version v4.2.2.stable.official [15073afe3]. Every time i try to edit the sprite frames from the AnimatedSprite2D.

@nEsTiCaL
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me too: I am getting the same error in the version v4.2.2.stable.official [15073af]. Every time i try to edit the sprite frames from the AnimatedSprite2D.

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