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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@@ -29,7 +29,7 @@ namespace Mods.InteractiveBase.Tests
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return;
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queued = true;
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GameLogger.Log("TEST", "InteractivesTest: activating");
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(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new InteractivesTestDriverNode());
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ModRoot.AddDeferred(new InteractivesTestDriverNode());
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}
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}
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