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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@@ -38,7 +38,7 @@ namespace Cthangover.LocaleAtlas
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queued = true;
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queued = true;
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var directory = ProjectSettings.GlobalizePath(output);
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var directory = ProjectSettings.GlobalizePath(output);
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GameLogger.Log("LOCALE_ATLAS", $"locale atlas requested, report directory '{directory}'");
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GameLogger.Log("LOCALE_ATLAS", $"locale atlas requested, report directory '{directory}'");
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(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new LocaleAtlasDriverNode(directory, ParseTimeout(args)));
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ModRoot.AddDeferred(new LocaleAtlasDriverNode(directory, ParseTimeout(args)));
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}
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}
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private static float ParseTimeout(string[] args)
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private static float ParseTimeout(string[] args)
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