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4.2 rc1
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
_free_base(void * block) Line 105 (c:\Users\Tomek\AppData\Local\Programs\Microsoft VS Code\minkernel\crts\ucrt\src\appcrt\heap\free_base.cpp:105) Memory::free_static(void * p_ptr, bool p_pad_align) Line 169 (c:\godot_source\core\os\memory.cpp:169) memdelete<AnimationMixer::TrackCache>(AnimationMixer::TrackCache * p_class) Line 113 (c:\godot_source\core\os\memory.h:113) AnimatedValuesBackup::~AnimatedValuesBackup() Line 398 (c:\godot_source\scene\animation\animation_mixer.h:398) AnimatedValuesBackup::`scalar deleting destructor'(unsigned int) (Nieznane źródło:0) memdelete<AnimatedValuesBackup>(AnimatedValuesBackup * p_class) Line 112 (c:\godot_source\core\os\memory.h:112) Ref<AnimatedValuesBackup>::unref() Line 212 (c:\godot_source\core\object\ref_counted.h:212) Ref<AnimatedValuesBackup>::~Ref<AnimatedValuesBackup>() Line 223 (c:\godot_source\core\object\ref_counted.h:223) Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>::~Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>() (Nieznane źródło:0) List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::Element::~Element() (Nieznane źródło:0) List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::Element::`scalar deleting destructor'(unsigned int) (Nieznane źródło:0) memdelete_allocator<List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::Element,DefaultAllocator>(List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::Element * p_class) Line 124 (c:\godot_source\core\os\memory.h:124) List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::_Data::erase(const List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::Element * p_I) Line 242 (c:\godot_source\core\templates\list.h:242) List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::erase(const List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::Element * p_I) Line 429 (c:\godot_source\core\templates\list.h:429) List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::clear() Line 463 (c:\godot_source\core\templates\list.h:463) List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::~List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>() Line 758 (c:\godot_source\core\templates\list.h:758) EditorNode::_save_scene(String p_file, int idx) Line 1846 (c:\godot_source\editor\editor_node.cpp:1846) EditorNode::_save_scene_with_preview(String p_file, int p_idx) Line 1676 (c:\godot_source\editor\editor_node.cpp:1676) EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) Line 2610 (c:\godot_source\editor\editor_node.cpp:2610) EditorNode::_menu_option(int p_option) Line 1386 (c:\godot_source\editor\editor_node.cpp:1386) call_with_variant_args_helper<EditorNode,int,0>(EditorNode * p_instance, void(EditorNode::*)(int) p_method, const Variant * * p_args, Callable::CallError & r_error, IndexSequence<0> __formal) Line 308 (c:\godot_source\core\variant\binder_common.h:308) call_with_variant_args<EditorNode,int>(EditorNode * p_instance, void(EditorNode::*)(int) p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 418 (c:\godot_source\core\variant\binder_common.h:418) CallableCustomMethodPointer<EditorNode,int>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 105 (c:\godot_source\core\object\callable_method_pointer.h:105) Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 58 (c:\godot_source\core\variant\callable.cpp:58) Object::emit_signalp(const StringName & p_name, const Variant * * p_args, int p_argcount) Line 1128 (c:\godot_source\core\object\object.cpp:1128) Node::emit_signalp(const StringName & p_name, const Variant * * p_args, int p_argcount) Line 3607 (c:\godot_source\scene\main\node.cpp:3607) Object::emit_signal<int>(const StringName & p_name, int <p_args_0>) Line 922 (c:\godot_source\core\object\object.h:922) PopupMenu::activate_item(int p_idx) Line 2312 (c:\godot_source\scene\gui\popup_menu.cpp:2312) PopupMenu::activate_item_by_event(const Ref<InputEvent> & p_event, bool p_for_global_only) Line 2224 (c:\godot_source\scene\gui\popup_menu.cpp:2224) MenuBar::shortcut_input(const Ref<InputEvent> & p_event) Line 166 (c:\godot_source\scene\gui\menu_bar.cpp:166) Node::_call_shortcut_input(const Ref<InputEvent> & p_event) Line 3132 (c:\godot_source\scene\main\node.cpp:3132) SceneTree::_call_input_pause(const StringName & p_group, SceneTree::CallInputType p_call_type, const Ref<InputEvent> & p_input, Viewport * p_viewport) Line 1233 (c:\godot_source\scene\main\scene_tree.cpp:1233) Viewport::_push_unhandled_input_internal(const Ref<InputEvent> & p_event) Line 3373 (c:\godot_source\scene\main\viewport.cpp:3373) Viewport::push_input(const Ref<InputEvent> & p_event, bool p_local_coords) Line 3334 (c:\godot_source\scene\main\viewport.cpp:3334) Window::_window_input(const Ref<InputEvent> & p_ev) Line 1553 (c:\godot_source\scene\main\window.cpp:1553) call_with_variant_args_helper<Window,Ref<InputEvent> const &,0>(Window * p_instance, void(Window::*)(const Ref<InputEvent> &) p_method, const Variant * * p_args, Callable::CallError & r_error, IndexSequence<0> __formal) Line 303 (c:\godot_source\core\variant\binder_common.h:303) call_with_variant_args<Window,Ref<InputEvent> const &>(Window * p_instance, void(Window::*)(const Ref<InputEvent> &) p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 418 (c:\godot_source\core\variant\binder_common.h:418) CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 105 (c:\godot_source\core\object\callable_method_pointer.h:105) Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 58 (c:\godot_source\core\variant\callable.cpp:58) Callable::call<Ref<InputEvent>>(Ref<InputEvent> <p_args_0>) Line 850 (c:\godot_source\core\variant\variant.h:850) DisplayServerWindows::_dispatch_input_event(const Ref<InputEvent> & p_event) Line 2716 (c:\godot_source\platform\windows\display_server_windows.cpp:2716) DisplayServerWindows::_dispatch_input_events(const Ref<InputEvent> & p_event) Line 2686 (c:\godot_source\platform\windows\display_server_windows.cpp:2686) Input::_parse_input_event_impl(const Ref<InputEvent> & p_event, bool p_is_emulated) Line 731 (c:\godot_source\core\input\input.cpp:731) Input::flush_buffered_events() Line 995 (c:\godot_source\core\input\input.cpp:995) DisplayServerWindows::process_events() Line 2401 (c:\godot_source\platform\windows\display_server_windows.cpp:2401) OS_Windows::run() Line 1474 (c:\godot_source\platform\windows\os_windows.cpp:1474) widechar_main(int argc, wchar_t * * argv) Line 182 (c:\godot_source\platform\windows\godot_windows.cpp:182) _main() Line 204 (c:\godot_source\platform\windows\godot_windows.cpp:204) main(int argc, char * * argv) Line 218 (c:\godot_source\platform\windows\godot_windows.cpp:218) WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 232 (c:\godot_source\platform\windows\godot_windows.cpp:232) [Inline Frame] invoke_main() Line 102 (d:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:102) __scrt_common_main_seh() Line 288 (d:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
Hard crash not caught by the built-in crash handler. Happens when saving some scenes, I did not determine yet what kind of scenes.
Related to #85233 and #85093
N/A
The text was updated successfully, but these errors were encountered:
Successfully merging a pull request may close this issue.
Godot version
4.2 rc1
System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
Issue description
Hard crash not caught by the built-in crash handler. Happens when saving some scenes, I did not determine yet what kind of scenes.
Related to #85233 and #85093
Steps to reproduce
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered: