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When there is a sufficiently large array, the Godot debugger will display it as <null>. It should probably be displayed as "too large to display" or anything other than null as that can be confusing.
I first discovered this when downloading images through an HTTPRequest. I was trying to find out why my image was displaying incorrectly, but the debugger kept showing <null> and made me incorrectly think that there was an issue with the request.
Steps to reproduce
Create an array and fill it with a large amount of elements. In the MVP I just kept doubling an array. After 17 times (131072 elements), that's when it started getting displayed as <null>.
Also, if this is something that should be changed, I would like to take this issue on as my first issue.
There's a pull request working around the issue: #74148
As per the PR's description, it's difficult to create a definitive fix that does not introduce network stalling due to data being too large. There's an attempt to improve the large data situation in #74230, but it needs to be reworked not to break compatibility.
Godot version
4.0.2.stable
System information
Windows 11, GLES2
Issue description
When there is a sufficiently large array, the Godot debugger will display it as
<null>
. It should probably be displayed as "too large to display" or anything other thannull
as that can be confusing.I first discovered this when downloading images through an HTTPRequest. I was trying to find out why my image was displaying incorrectly, but the debugger kept showing
<null>
and made me incorrectly think that there was an issue with the request.Steps to reproduce
Create an array and fill it with a large amount of elements. In the MVP I just kept doubling an array. After 17 times (131072 elements), that's when it started getting displayed as
<null>
.Minimal reproduction project
LargeArrayMVP.zip
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