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[Web] "Maximum call stack exceeded" with dev_build=yes
on Quest browser
#93476
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Using Before:
After:
The only difference appears to be If I change my build command to But I guess we probably actually want no optimizations with @adamscott @Faless What do you think? |
Fixed by #94107 |
Tested versions
Reproducible on:
37cf266b578864096bb7160c4f14fa8ac61fc38b
or laterSystem information
Meta Quest 3, Meta Quest Browser, Emscripten 3.1.61
Issue description
Using
dev_build=yes
with a web build, Godot crashes with "Maximum call stack exceeded" right after start up.When building without
dev_build=yes
, then everything works fine!Via
git bisect
, I've discovered that 37cf266 is the first revision to introduce the issue.It's a relatively weird commit to cause the problem, because it's just changing the order that platform specific flags are applied.
However, maybedev_build=yes
was supposed to override something that after that change it doesn't? I still need to experiment with that part.UPDATE: See my further research below!~
Steps to reproduce
master
scons platform=web target=template_debug dev_build=yes
Minimal reproduction project (MRP)
I've been testing with this project: https://gitlab.com/snopek-games/godot4-webxr-demo
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