@x2f said:
Is there a way to run the Godot editor with extra verbose output, or some other way to investigate the cause of error messages on the console?
To the best of my knowledge, there is not a way to make Godot's error log more verbose.
As for investigating error causes, personally I just add a few print statements around where I think the error is. If in the console I get some text saying something like checking transform but do not transform check finished then I know the error is in between those print statements.
Granted, that only works when you can print to the console, and it can be time consuming to pin point the issue. Adding print statements also doesn't work with compilers.
I get this when loading in the editor a relatively large project using gdscript (ported from 3.0.6 to 3.1 beta). It will be hard to selectively remove pieces to pinpoint the causes. Any pointer on how to investigate efficiently would be appreciated.
Generally you can find the root of a problem by looking at either the top of the log, or the bottom. Unfortunately, in this case it is hard to pin down what exactly could be causing the issue. In this case, I would suggest looking at the source code for the errors and see if you can gleam what the issue is that way.
For example, here is what I think is happening based on the errors and the source code files:
Looking at the errors, right off the bat it looks like the main issue is relating to !is_inside_tree(), which if I recall correctly means a node is not within a SceneTree.
Taking a look at line 474 in canvas_item.cpp shows that the issue appears to be in the get_global_transform function. Looking at the next error, line 962 in canvas_item.cpp shows that get_viewport_rect also fails.
Looking at the last error, line 263 in node.h, it appears the issue is that you have a node that is not in a SceneTree, so when it goes to load the scene, it crashes because it has no idea where the node belongs. Or at least, that is what I think is happening by looking at the errors and the source code files they point to.
If the problematic scene is a .tscn file, I would look through it in a text editor and see if anything looks amiss. If the scene is a .scn file, I would instead suggest opening it in Godot 3.0.6 and then save it as a .tscn file so you can hopefully find the issue in a text editor.
Hopefully this helps :smile: