-
Notifications
You must be signed in to change notification settings - Fork 146
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Godot crashes after starting to paint mesh then pressing Escape and selecting anything in scene #449
Comments
Thanks for the detailed report. As you noted that other bug was fixed. Good to know you tested with that fix merged. #395 Does the crash occur in the demo in 4.2.2? The script errors wouldn't cause the crash. The crash is caused by calling a null object in C++ somewhere. Also I didn't think get_camera was called in UI. The same functionality on that line is duplicated in editor.cpp. So there's at least a few issues going on here. |
On 4.2.2 there is no crash, although the same error appears when pressing Escape ERROR: Condition "!is_ancestor_of(p_start_node)" is true. Returning: p_start_node
at: get_deepest_editable_node (scene/main/node.cpp:2350) |
Upstream bug report |
Upstream crash and error message fix godotengine/godot#95420 |
Fixed upstream. |
Terrain3D version
8a45d61
System information
Godot Engine v4.3.rc3.official.03afb92ef - Windows 11 Home - Vulkan 1.3.278 - Forward+ - NVIDIA GeForce RTX 2070 with Max-Q Design
Is the issue reproducable in the demo?
Yes
Issue description
Tested on:
To reproduce:
Terrain3D tab > Meshes
Escape
ui.gd:264 await get_tree().create_timer(.05).timeout
theeditor.gd:118 _clear
function is called which makes theplugin.terrain
become null (for which the check was done before the await)After this trying to select anything in the scene with the blue selection rectangle will crash Godot on mouse release.
However, if the terrain node is selected and then deseleted in the hierarchy, there is no crash.
By searching for
get_deepest_editable_node
I found this issue but the fix for that was merged into Godot in 4.3-rc2 commitsLogs
The text was updated successfully, but these errors were encountered: