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
5c80e31605
commit
a09051ddda
1 file changed
+1
-1
@@ -38,7 +38,7 @@ namespace Cthangover.ResourceAtlas
|
||||
queued = true;
|
||||
var directory = ProjectSettings.GlobalizePath(output);
|
||||
GameLogger.Log("RESOURCE_ATLAS", $"resource atlas requested, report directory '{directory}'");
|
||||
(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new ResourceAtlasDriverNode(directory, ParseTimeout(args)));
|
||||
ModRoot.AddDeferred(new ResourceAtlasDriverNode(directory, ParseTimeout(args)));
|
||||
}
|
||||
|
||||
private static float ParseTimeout(string[] args)
|
||||
|
||||
Reference in new issue
Block a user