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(+1)

crashes a lot more after update when editing filters; would suggest having a "pause" feature to pause the overlay and tracking so you can edit filters, especially if you plan on introducing more and more filter functions (which is good!)

one crash was repeatable 90% of the time, where on an image filter selection, unselecting an image so it goes from 1 total selected to 0 would result in a crash almost every time so i had to juggle them around (also why is there a set of default images selected making me need to unselect them every time?), which was extremely frustrating given the program has no clear way to save your progress; for anyone having trouble, i noticed closing the program manually saved your edits most of the time, so periodically doing after a couple changes would help a ton. Not sure if it's the case but I noticed the crashing more with image and text filters but it crashes with other filter setups too.


the logs didn't seem helpful, but i do have some event viewer errors:

Application: hotscreen.exe

CoreCLR Version: 8.0.1224.60305

.NET Version: 8.0.12

Description: The process was terminated due to an unhandled exception.

Exception Info: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.

Stack:

   at Godot.NativeCalls.godot_icall_2_838(IntPtr, IntPtr, Godot.NativeInterop.godot_string_name, System.ReadOnlySpan`1<Godot.Variant>, Godot.NativeInterop.godot_string_name)

   at BoxesDetector._Process(Double)

   at Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)

   at BoxesDetector.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)

   at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, Int32, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)


----------------------------------------------

Application: hotscreen.exe

CoreCLR Version: 8.0.1224.60305

.NET Version: 8.0.12

Description: The process was terminated due to an internal error in the .NET Runtime at IP 0x00007FF9C41A2654 (0x00007FF9C4130000) with exit code 0x80131506.


-------------------------------------------

Application: hotscreen.exe

CoreCLR Version: 8.0.1224.60305

.NET Version: 8.0.12

Description: The process was terminated due to an unhandled exception.

Exception Info: System.ArgumentException: Godot Object not registered. (Parameter 'weakReferenceToSelf')

   at Godot.GodotObject.Dispose(Boolean disposing)

   at Godot.GodotObject.Finalize()


------------------------------------------

so basically a lot of errors reading storage (ie for custom resource selection), net runtime errors, and kernalbase.dll and coreclr.dll were also referenced a lot


otherwise when not editing filters and running it for a video normally it works fine most of the time, still the occasional crash but more random and not tied to any specific action


the update is great otherwise though! the filter collection is a neat feature, but i wish there was a one click option to disable all the collection's filters (can remove the collection and add it back later but with the saving thing i sometimes don't trust that if i've made edits)

(+1)

Indeed, having 0 images with stretched option was causing a crash. This will be fixed, thank you for the report.

The image filter is not empty by default to show new users how it works. You can save yourself a custom empty image filter to avoid uncheck them every time.

I will add a disable collection button.