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:
cthangoverandClaude Opus 5.5 committed 2026-10-24 11:29:13 +02:00
1 parent b257076d07
commit 9644b2a849
1 file changed
+1 -1
@@ -29,7 +29,7 @@ namespace Mods.InteractiveBase.Tests
return; return;
queued = true; queued = true;
GameLogger.Log("TEST", "InteractivesTest: activating"); GameLogger.Log("TEST", "InteractivesTest: activating");
(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new InteractivesTestDriverNode()); ModRoot.AddDeferred(new InteractivesTestDriverNode());
} }
} }