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pname.is_empty() error when launching editor from command line on an empty project #114631

@bitwes

Description

@bitwes

Tested versions

Reproducible in 4.6.beta2.official.551ce8d47

Not reproducible 4.6.beta1.official.d743736f8

System information

macOS Sequoia (15.6.1) - Multi-window, 2 monitors - Metal (Forward+) - integrated Apple M1 Pro (Apple7) - Apple M1 Pro (10 threads) - 16.00 GiB memory

Issue description

Upon launching Godot Editor via the command line (iTerm2/zsh/Mac) you get the following error:

ERROR: Condition "p_name.is_empty()" is true.
   at: set_name (scene/main/node.cpp:1432)

The error does not appear in the Output panel in the editor. I have not found that the error affects anything.

If you launch Godot in a non-project directory and then import the new project and edit it, the error does not appear to happen in the command line or the output tab.

Terminal Output

Godot Engine v4.6.beta2.official.551ce8d47 - https://godotengine.org
OpenGL API 4.1 Metal - 89.4 - Compatibility - Using Device: Apple - Apple M1 Pro

Editing project: /Users/.../test_new_4_6_beta_2_project

Godot Output Panel

Godot Engine v4.6.beta2.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.
--- Debug adapter server started on port 6006 ---
--- GDScript language server started on port 6007 ---

Steps to reproduce

Run the following

mkdir test_new_4_6_beta_2_project
cd test_new_4_6_beta_2_project
touch project.godot
<path to godot> -e

Terminal Output

Godot Engine v4.6.beta2.official.551ce8d47 - https://godotengine.org
Metal 3.2 - Forward+ - Using Device #0: Apple - Apple M1 Pro (Apple7)

ERROR: Condition "p_name.is_empty()" is true.
   at: set_name (scene/main/node.cpp:1432)

Godot Output Panel

Godot Engine v4.6.beta2.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.
--- Debug adapter server started on port 6006 ---
--- GDScript language server started on port 6007 ---

Minimal reproduction project (MRP)

See steps to reproduce

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