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GH0STEKJK

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  1. Checked it. While it's obvious the temperature rises when viewing in Render mode, it didn't go above 60 C. Our card is NVIDIA GeForce GTX 1650 and we used laptops with much worse graphic cards and even they didn't cause this type of error. We suspect the problem may be related to the clock rate (one of them was 1875 MHz), but we don't have enough experience or knowledge to know for sure.
  2. Here is the better example: We would just like to know if this is a Mine-imator issue or if there is something wrong with our graphics card.
  3. @Nimi For reference, our graphic card is Nvidia geforce gtx 1650, so we are surprised by the flickering UI and renders. Also this might be related (in one of the animations there was a complex water rig, so render depth was probably messed up), however its not the case everywhere (the glitching UI and render appear also on projects without this code error). ############################################################################################ FATAL ERROR in action number 1 of Destroy Event for object obj_timeline: PerformEvent recursion depth failure - check for infinite loops, check objects for parenting ############################################################################################ -------------------------------------------------------------------------------------------- called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_tl_event_destroy (line 15) called from - gml_Object_obj_timeline_Destroy_0 (line 1) called from - gml_Script_temp_event_destroy (line 62) called from - gml_Object_obj_template_Destroy_0 (line 1) called from - gml_Script_project_reset (line 33) called from - gml_Script_project_load (line 74) called from - gml_Script_draw_recent (line 87) called from - gml_Script_popup_open_draw (line 5) called from - gml_Script_popup_draw (line 111) called from - gml_Script_window_draw (line 28) called from - gml_Script_app_event_draw (line ? called from - gml_Object_app_Draw_0 (line 1)
  4. It happened again: https://drive.google.com/file/d/1Rqqj1Ni6AyK1OWjxKkb8CRdZuufy9T9s/view?usp=sharing At this point, we have no idea what might be causing it. We might add a screen that shows a recording of what's happening to Mine-imator itself, since those screen flashes do not appear just on renders...
  5. Hi, my team and I are trying to do a few environment shots with Mine-Imator, but we have a big problem. The issue occurs after importing a larger schematic. The whole mine-imator interface starts to glitch out, which wouldn't be that big of a deal, but it turns out it also affects the renderer. Here is one of the frames from the rendered animation: https://drive.google.com/file/d/1EVE0gv0c2rQwXQnOvsuFBDH60Jg1Wluw/view?usp=sharing And here is another one: https://drive.google.com/file/d/1Up03gEbRTHQKjvC1sWWlPW3HhIQpj55s/view?usp=sharing We doubt it's the graphical card problem, since we bought a new pc a few months ago, with not too bad specs. We suspect that we may be using too large schematics for Mine-Imator to handle. Anyway, we would be very happy if anyone can let us know if they found a solution, or even a workaround for this issue.
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