godotengine / godotengine/godot
`Curve` emits `changed` signal on scene reload even when no change has happened
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- Dominant language
- C++
- Stars
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Description
Tested versions
Reproducible in 4.6.1.stable
System information
Godot v4.6.1.stable - Windows 11 (build 26200) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 32.0.15.9186) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 threads) - 15.92 GiB memory
Issue description
A Curve's changed signal can emit in the editor even when no change has occurred, leading to unexpected bugs in tool scripts. Specifically, under the following conditions:
- The curve is an exported property of a node in a scene A
- The curve contains at least a point
- Scene A is open in the editor
- Another scene B is also open which contains an instance of scene A
- Scene A is reloaded
Steps to reproduce
- Open both the
testand thethingscenes in the attached project. - Reload the
thingscene, and look at the console printout.
Minimal reproduction project (MRP)
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by running the attached minimal reproduction project and opening the test and thing scenes as described. Trace how Curve handles its changed signal while scene A is reloaded with an instance open in scene B. Done means reloading thing no longer prints a change when the curve itself was not modified.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, godot
- Domain
- game-dev, tooling
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 52/100