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>
This commit is contained in:
1 parent
033192dcc9
commit
93ebb12c58
3 files changed
+3
-3
No files matched your search
@@ -37,7 +37,7 @@ namespace Cthangover.Tools.Tests.Windows
|
||||
|
||||
driverQueued = true;
|
||||
GameLogger.Log("TEST", $"ToolWindowsTestInitializer: activating tool windows test, shots='{shots ?? ""}'");
|
||||
(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new ToolWindowsTestDriverNode(shots));
|
||||
ModRoot.AddDeferred(new ToolWindowsTestDriverNode(shots));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user