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Editor is freezing


Andy90
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I left the Steam and standalone running for an hours while I went to lunch. Came back and everything was normal.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I've experienced this as well, it happens after as short as a few minutes with the focus on another window. Sometimes trying to minimize and maximize the editor window will wake it up, sometimes it seems to do it on its own after a bit of time.

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I've had this happen aswell, happens sometimes when i've been at another app for a while, can't make it consistently happen tho. I'm on Win11 which might be a factor. there was an update this week and i might have seen it happen in another app, tho im not sure.

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I can confirm the same thing, when I am coding in visual Code, and I go back to the editor it is frozen, it does not respond anywhere, I have to restart it.

When it happens to me I make a video.

Mars.jpg.89ab63a64eebc1f5ada0ab82b66a1f8c.jpg

 

 

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17 hours ago, Josh said:

Is this only happening with the Steam build? Has anyone experienced this with the standalone?
https://steamcommunity.com/discussions/forum/1/3430075523240630574/

I only used the standalone and never had a crash, I can try using the Steam version and see if I have the issue. 

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When the application is dormant, SteamAPI_RunCallbacks() does not get called for however long it is sitting there. If this is a Steam-exclusive problem then I am thinking maybe this function performs actions based on time elapsed, so it is called after a long pause it performs some kind of tasks that take a long time, causing the program to stop responding.

My job is to make tools you love, with the features you want, and performance you can't live without.

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The latest build on Steam adds a timer that ticks once every second. This causes the program to not sit idly for long periods of time, and will cause the Steam_runcallbacks function to be called periodically.

My job is to make tools you love, with the features you want, and performance you can't live without.

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  • 1 month later...

During today's call, I left both the Steam and standalone version running. Steam version is now frozen, standalone is fine...

After a few minutes the Steam version became responsive again. Maybe I need to render a frame every couple of minutes? It's like a bunch of events are building up and have to be dealt with when the program resumes...

My job is to make tools you love, with the features you want, and performance you can't live without.

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I am working with the theory that some kind of event is piling up in the Steam overlay when the editor does not swap a 3D window for a long period of time, and when it resumes rendering it must evaluate a large number of events, probably some kind of timer used by Steam. I added a timer that invalidates the main view panel every ten seconds, and have not been able to produce the problem since.

This will probably only work if at least one view panel is visible. If the editor is viewing the flowgraph or asset library, which do not use a 3D framebuffer, then I expect the problem would continue.

So, it might be fixed now, as long as one viewport is visible, but I am not sure yet.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I happened to find this:
https://partner.steamgames.com/doc/api/ISteamUtils

Quote

 

BOverlayNeedsPresent

bool BOverlayNeedsPresent();

Checks if the Overlay needs a present. Only required if using event driven render updates.

Typically this call is unneeded if your game has a constantly running frame loop that calls the D3D Present API, or OGL SwapBuffers API every frame as is the case in most games. However, if you have a game that only refreshes the screen on an event driven basis then that can break the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also need to Present() to the screen any time a notification happens or when the overlay is brought up over the game by a user. You can use this API to ask the overlay if it currently need a present in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you refresh the screen with Present or SwapBuffers to allow the overlay to do its work.

Returns: bool
true if the overlay needs you to refresh the screen, otherwise false.

 

 

My job is to make tools you love, with the features you want, and performance you can't live without.

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I got it to stop during one of these episodes, and there are thousands of 5373 and 5374 messages being processed by GetMessage()...

My job is to make tools you love, with the features you want, and performance you can't live without.

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Okay, there is a timer now that fires every 30 milliseconds, checks to see if the overlay needs to be updated, and renders the first viewport, even if it is hidden.

My job is to make tools you love, with the features you want, and performance you can't live without.

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If you don't mind, can you switch the installation to 0.9.5 and see if the same problem occurs in this or previous versions?

My job is to make tools you love, with the features you want, and performance you can't live without.

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