Post #777235
2026-03-25 21:02 UTC
Replies (4)
-
@timotimo@peoplemaking.games 2026-03-26 01:06
@unfa@mastodon.social you'll want to look at stack traces of all threads when something is hanging like that. gdb has the handy taas bt to get every thread's backtrace in just one command. you'd probably want to see if letting the program continue for a moment lets any of the threads "do something" or if they are all waiting for something, and so on ...
-
@selkcip@mastodon.social 2026-03-26 02:31
@unfa@mastodon.social this may/may not be helpful, but I started getting random hangs after I switched from PopOS with x11 Plasma to Kubuntu with Wayland Plasma. It didn't happen all the time and I could get past it by running in a scene that wasn't my start scene (iirc running normally after this wouldn't hang).
-
@ambimist@toot.io 2026-03-26 10:25
@unfa@mastodon.social I see from the GH comments that you're seeing the same behaviour even with older commits and Godot versions, which makes me suspect it's an interaction with a system library that got updated recently. So it might be worth checking out your systems' update logs, to see what packages got updated around the time it started happening?
-
@alariq@mastodon.gamedev.place 2026-03-26 12:11
@unfa@mastodon.social I have Arch, x11, RTX3050Ti, cloned 4.6.1 compiled, ran following your steps, it runs fine. I see some validation errors related to relaxed precision (midp/min16float) though, but that should not cause any deadlocks.