From 9644b2a84984ded78a8f4995082f5f5402013108 Mon Sep 17 00:00:00 2001 From: iisaev Date: Sat, 24 Oct 2026 11:29:13 +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/interactives/src/InteractivesTest.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/test_suites/interactives/src/InteractivesTest.cs b/test_suites/interactives/src/InteractivesTest.cs index f3d2f8b..39c9b70 100644 --- a/test_suites/interactives/src/InteractivesTest.cs +++ b/test_suites/interactives/src/InteractivesTest.cs @@ -29,7 +29,7 @@ namespace Mods.InteractiveBase.Tests return; queued = true; GameLogger.Log("TEST", "InteractivesTest: activating"); - (Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new InteractivesTestDriverNode()); + ModRoot.AddDeferred(new InteractivesTestDriverNode()); } }