From 6a12990322af4b14080a6bacfc35be48346b115e Mon Sep 17 00:00:00 2001 From: iisaev Date: Sat, 24 Oct 2026 11:29:08 +0200 Subject: [PATCH] Root nodes join through ModRoot.AddDeferred, so a reload that unloads the mod first never hands Godot a freed node Co-Authored-By: Claude Opus 5.5 --- test_suites/cooking_walk/src/CookingWalkTestInitializer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/test_suites/cooking_walk/src/CookingWalkTestInitializer.cs b/test_suites/cooking_walk/src/CookingWalkTestInitializer.cs index 580874e..e25f801 100644 --- a/test_suites/cooking_walk/src/CookingWalkTestInitializer.cs +++ b/test_suites/cooking_walk/src/CookingWalkTestInitializer.cs @@ -41,7 +41,7 @@ namespace Mods.CookingWalkTest // Deferred: сцена ещё не готова; драйвер сам ждёт Boot.IsReady и // появления CurrentScene, поэтому порядок с загрузкой сцены не важен. - (Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new CookingWalkTestDriverNode(timeout)); + ModRoot.AddDeferred(new CookingWalkTestDriverNode(timeout)); } private static float? ParseTimeout(string[] args)