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[4.4 dev 7] Crash to Desktop on choosing skeleton node #100666
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It's a regression in dev7, probably from #99700 judging by the stack (overflow?) trace. CC @hpvb
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Will have a look |
Fixed in #100670 |
tGautot
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Feb 5, 2025
When a node was previously selected and the test "selected == p_node" was true the code would use set_selected() to change the selection to nullptr. However, if the tree is dirty, which is always true in this codepath, this would lead to a recursive call to _update_tree() ultimately leading to a crash due to us running out of stack. This fixes godotengine#100666
tGautot
pushed a commit
to tGautot/godot
that referenced
this issue
Feb 5, 2025
When a node was previously selected and the test "selected == p_node" was true the code would use set_selected() to change the selection to nullptr. However, if the tree is dirty, which is always true in this codepath, this would lead to a recursive call to _update_tree() ultimately leading to a crash due to us running out of stack. This fixes godotengine#100666
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Tested versions
System information
Godot v4.4.dev7.mono - Windows 10 (build 19045) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 32.0.15.6094) - Intel(R) Core(TM) i5-7640X CPU @ 4.00GHz (4 threads)
Issue description
While making a MRP for another bug, I manage to crash the editor when assigning the skeleton of a mesh.
Steps to reproduce
Edit the attached MRP. Click on the assigned Node3D in the Skeleton variable to pick a new node.
A selection window will appear, frozen and blank white. In a moment, Godot will crash.
Minimal reproduction project (MRP)
CTD-example.zip
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