I have a game in which I use scene timers to increase performance.
Under those timers are some tween events. This has been working fine for a long time (six months). But since the recent update of Gdevelop (two weeks or so?), this is causing a steady increase in the object tween pre-event while the game is idle. After about 1hr, the tween pre-event is eating up so much processing power that the game becomes unresponsive. I have tested it with a simple test project (here), and the problem is replicated. These are the conditions in the test versions (nothing like my game conditions, but they replicate the issue).
I thought maybe the timer was causing the tween to repeat repeatedly/exponentially, but this issue doesn’t happen in older published versions with exactly the same code. I can remove the timer, and the error disappears, but that will involve a large amount of code adjustment for me and a loss of performance. I’ve tested the versions I exported before the latest update (with the problematic events unchanged), and I don’t get the same error. This is what makes me think it’s a recent change causing it.
Here are a couple of screengrab examples:
Old published version (same conditions as the current version) after 30min idle.
Newly published version after 30 min idle: scripting increased from 599 to 2393
And using Gdevelop profiler: Initial pre-event tween time.
30 seconds later:
30 seconds later:
You get the idea - this value just keeps going up until the game becomes unresponsive. Any ideas?