this still happens constantly, considering how often i use find all to remove certain lines, or find center parts of scripts to edit, ruins my workflow as i have to kill studio, and wait for game to reload
Just happened to me for the first time
still happening, but doesnāt seem to happen if I open find all first then type something in itā¦ at least thatās a workaround for now.
Still a problem, itās really annoying.
Please fix this, its really annoying
This is still happening. Please fix it.
Still happening to me, too. How is this not fixed yet? Iād imagine this is a pretty important thing to fix
This continues to be an absolute plague of an issue, searching for things like Sit()
causing the entire studio to lock up. At RDC it was mentioned how studio crashing is at an all-time low, and I would agree if not for this bug continuing to exist unpatched. I donāt think Iāve experienced any other major issues besides this one, which pops up practically every day. Please fix it
We have feature changes coming to revise the current find/replace and quick find functionality, and this will be addressed with those changes. Thanks again!
This is occurring almost every time I use the feature, have these changes been rolled out? Not sure if itās related, but Iām using the new beta uiā¦
This started occuring to me about 1-2 days ago. Iāve never had this issue before.
Has these feature been released yet ?
I am still experiencing the issue since months and itās ultra annoying, I have to always save before risking to use the Search All featureā¦
I can provide a place file where using the Find All feature will reliably crash studio
This bug was first reported more than a year ago and it stills occurs to this day. Itās slowly getting on my nerves
Today, I was trying to look for all occurrences of ā196ā in my game to replace them with workspace.Gravity, but when I search ā196ā, the freeze bug happens 100% of the times.
I tried doing the same thing in the default baseplate but the freeze bug doesnāt happen there.
Hi,
There is an update on this: we have started work on a project that will fix this. Stay tuned for updates on the DevForum.