Specs:
Godot 3.5.1
Garuda Talon OS

Chugging along great on my project. Adding objects, doing heightmaps, a little derping. Then suddenly a freeze and crash. Was not able to pull a konsole.
-Attempt restart, spinning beachball of doom.
-Shut computer down, walk away, return, boot up, restart, eternal load.
-Run in Konsole, no errors.
-Run System Activity, nothing unusual.
-Open dummy project = perfectly fine.
-Okay, my big project is the problem.
-Attempt reopen one more time, eternal load. (never gets past the splash screen)
-Start opening files in text editor. Everything looks in order (but I skimmed hard)
-New idea.
-Make new project.
-Copy all of my files from old project into new project.
-Open new project. Fix dependencies. Reload.
-Works perfectly fine.

The last thing I was trying to do when it crashed was place an OmniLight. Maybe it's related, I know lighting is expensive. If it is the cause, what else can I use for campfire simulation (understanding that I need like 30 campfires in the end)? I can't imagine that instancing would be any kinder than straight plop it in.

Unrelated: I imported a cylinder-type building object from Blender. Looks great on the outside, but when viewing from the inside, all the faces vanish. Is there an export setting I missed (using the godot *.escn exporter)? So far it's only happened on cylinder-type objects and occasionally a cone-type.

    abizrihays -Open new project. Fix dependencies. Reload.
    -Works perfectly fine.

    Project settings file might have corrupted?

    abizrihays Unrelated: I imported a cylinder-type building object from Blender. Looks great on the outside, but when viewing from the inside, all the faces vanish. Is there an export setting I missed (using the godot *.escn exporter)? So far it's only happened on cylinder-type objects and occasionally a cone-type.

    Yes, I mean no it shouldn't specifically be a export setting though maybe there is something there for convenience. It should be a material setting/shader flag.
    https://docs.godotengine.org/en/stable/tutorials/3d/spatial_material.html#parameters
    See cull mode option in the screenshot under that header.

      Megalomaniak Project settings file might have corrupted?
      Well that's the thing is that when I used the new project.godot, it pitched a fit about the dependencies and wouldn't fix them. I copied over the old project.godot, and it would fix and reload just fine. o_O Essentially it is the exact same project in a different folder.

      Megalomaniak It should be a material setting/shader flag.
      Huzzah, it worked! Thank you.

        abizrihays I meant the settings and config files in the application data folders, not in your documents/project local folders. What on windows would be in the hidden AppData folders.

          Megalomaniak
          I think I found the correct folder/files. I don't see anything unusual, but that doesn't mean it's not there, just not jumping out at me.
          Anyhow, I haven't had any issues since, and I removed all light instances, which has helped in general. I think that was the real problem.

            Megalomaniak
            Graphics:
            Device-1: Intel Alder Lake-P Integrated Graphics vendor: ASUSTeK driver: i915 v: kernel
            arch: Gen-12.2 process: Intel 10nm built: 2021-22+ ports: active: eDP-1 empty: HDMI-A-1
            bus-ID: 0000:00:02.0 chip-ID: 8086:46a6 class-ID: 0300
            Device-2: Shine-optics USB2.0 HD UVC WebCam type: USB driver: uvcvideo bus-ID: 1-9:3
            chip-ID: 3277:0029 class-ID: 0e02 serial: <filter>
            Display: x11 server: X.Org v: 21.1.6 with: Xwayland v: 22.1.7 compositor: kwin_x11 driver: X:
            loaded: modesetting alternate: fbdev,intel,vesa dri: iris gpu: i915 display-ID: :0 screens: 1
            Screen-1: 0 s-res: 1920x1080 s-dpi: 96 s-size: 508x285mm (20.00x11.22") s-diag: 582mm (22.93")
            Monitor-1: eDP-1 model: BOE Display 0x0903 built: 2019 res: 1920x1080 hz: 60 dpi: 142
            gamma: 1.2 size: 344x194mm (13.54x7.64") diag: 395mm (15.5") ratio: 16:9 modes: 1920x1080
            API: OpenGL v: 4.6 Mesa 22.3.1 renderer: Mesa Intel Graphics (ADL GT2) direct render: Yes

            Megalomaniak
            System:
            Kernel: 6.0.12-zen1-1-zen arch: x86_64 bits: 64 compiler: gcc v: 12.2.0
            parameters: BOOT_IMAGE=/@/boot/vmlinuz-linux-zen root=UUID=a9e33825-1a35-4820-8bc7-3153c54f4bf6
            rw rootflags=subvol=@ quiet quiet splash rd.udev.log_priority=3 vt.global_cursor_default=0
            loglevel=3 ibt=off
            Desktop: KDE Plasma v: 5.26.4 tk: Qt v: 5.15.7 info: latte-dock wm: kwin_x11 vt: 1 dm: SDDM
            Distro: Garuda Linux base: Arch Linux

            Well, this is just a guess but it's a rather new GPU arch from intel and the drivers are currently notoriously underdeveloped. I can only hope that if this is an issue stemming from the drivers it'll get better with time and driver updates.