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Javascript rangeerror maximum call stack size exceeded
Javascript rangeerror maximum call stack size exceeded




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  • javascript rangeerror maximum call stack size exceeded

    if ( allTweens ) ĪllTweens = TimelineLite. De-nest things from the "allTweens" exported root. Maybe dump them all out of your exported root before you call exportRoot() again, like: One way to avoid this is to add some logic to avoid excessive nesting. But notice that the () method is getting called a ton of times in a row. That's exactly how it's designed to work. Therefore, when the root timeline's render() method gets called, it loops through its children and calls their render() methods accordingly, and those do the same to their children, and so on. Same with the next time you call exportRoot(), and so on. The next time, the only thing on the root timeline is that previously exported stuff in a TimelineLite, thus it wraps THAT TimelineLite inside a TimelineLite and returns that. The browser is assuming this is a recursion error simply because there are so many calls to one function.įor example, the first time you call exportRoot(), it wraps everything. So you've got things nested 100,000 levels deep. The issue is that you're calling exportRoot() literally 100,000 times and each time, it basically wraps all the animations on the root timeline into a TimelineLite. Hm, from what I can tell, this isn't a bug. I wish everyone was as thorough and provided codepens like that when they encounter a problem. Oh, and thanks for the reduced test case! Extremely helpful in figuring out what was going on. It'd only show up when you've got two tweens in a timeline, one of which has its timeScale being slowed down so much that its startTime goes backward beyond 0. Sorry about any inconvenience, and thanks for being patient. In this case, the in the same rendering cycle, one tween was affecting the startTime of another which shifted the timeline as well, and we had some performance optimizations in place that avoid doing certain calculations until absolutely necessary, and this particular scenario wasn't factored into those conditions. Extremely rare, but I'm glad you stumbled upon it and let us know.

    javascript rangeerror maximum call stack size exceeded

    To fix those negative start times, it shifts all the child animations forwards and the timeline's startTime backwards by the same amount (thus aligning the playhead). But TimelineLite/Max instances cannot contain child animations with NEGATIVE start times (for many reasons.I'll spare you the explanation).

    javascript rangeerror maximum call stack size exceeded

    It had to do with a very tricky scenario where you've got two tweens in the same timeline, one of which is reducing the other's timeScale which in turn makes it stretch out duration-wise on its parent timeline and its start time must be shifted backwards to keep the playhead aligned. Please let me know if you notice anything else odd.

    javascript rangeerror maximum call stack size exceeded

    You can preview the next release (1.20.3) (uncompressed) at  - I think you'll find that resolves things. After many hours of tracking this down, I've got a solution in place.






    Javascript rangeerror maximum call stack size exceeded