From 1d58720a1212ec7b2e960b721ff7d4ce26cfb610 Mon Sep 17 00:00:00 2001 From: iisaev Date: Sat, 24 Oct 2026 11:29:09 +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/site_shots/src/SiteShotsTestInitializer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/test_suites/site_shots/src/SiteShotsTestInitializer.cs b/test_suites/site_shots/src/SiteShotsTestInitializer.cs index 1263ea0..3cc286c 100644 --- a/test_suites/site_shots/src/SiteShotsTestInitializer.cs +++ b/test_suites/site_shots/src/SiteShotsTestInitializer.cs @@ -32,7 +32,7 @@ namespace Cthangover.Mods.CthangoverGame.Tests .Select(a => a.Substring("--shots=".Length)) .FirstOrDefault(); GameLogger.Log("TEST", $"SiteShotsTestInitializer: activating site_shots, shots={shots ?? "off"}"); - (Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new SiteShotsDriver(shots)); + ModRoot.AddDeferred(new SiteShotsDriver(shots)); } } }