Fix Editor crash during first scan in headless import mode.#108992
Fix Editor crash during first scan in headless import mode.#108992Repiteo merged 1 commit intogodotengine:masterfrom
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Looks like a non-headless |
Tracking it now.
from case NOTIFICATION_EXIT_TREE: {
ERR_FAIL_NULL(get_viewport());
ERR_FAIL_NULL(data.tree);
if (data.tree->is_accessibility_supported() && !is_part_of_edited_scene()) {
if (data.accessibility_element.is_valid()) {
DisplayServer::get_singleton()->accessibility_free_element(data.accessibility_element);
data.accessibility_element = RID();
}
data.tree->_accessibility_notify_change(this, true);
if (data.parent) {
data.tree->_accessibility_notify_change(data.parent);
} else {
data.tree->_accessibility_notify_change(get_window()); // Root node.
}
}running with The issue bool Node::is_part_of_edited_scene() const {
return Engine::get_singleton()->is_editor_hint() && is_inside_tree() && data.tree->get_edited_scene_root() &&
data.tree->get_edited_scene_root()->get_parent()->is_ancestor_of(this);
} |
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Also we may need to add this run to Sorry about being late fixing this, it required me to build the editor with the same flags and track the issue without VSCode debugging tools because the crash wasn't telling which is the deleted object. |
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Thank you! |
KoBeWi
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Seems to work fine, although if it causes another major regression we should consider reverting the original fix until 4.6.
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Thanks! |
It works the same in headless import mode w/o
--quit.but without
--import, when using--quitit aborts before loading the editor layout.