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 <noreply@anthropic.com>
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@@ -24,7 +24,7 @@ namespace Mods.DialogBase.Tests
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return;
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queued = true;
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GameLogger.Log("TEST", "GdscriptTest: activating");
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(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new GdscriptTestDriverNode());
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ModRoot.AddDeferred(new GdscriptTestDriverNode());
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}
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}
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