From 00376b0fe75730eed3ff45761a9e14442338fe44 Mon Sep 17 00:00:00 2001 From: iisaev Date: Sat, 24 Oct 2026 11:29:19 +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/play/src/RpgPlusTestInitializer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/test_suites/play/src/RpgPlusTestInitializer.cs b/test_suites/play/src/RpgPlusTestInitializer.cs index d181b58..f0dba8c 100644 --- a/test_suites/play/src/RpgPlusTestInitializer.cs +++ b/test_suites/play/src/RpgPlusTestInitializer.cs @@ -26,7 +26,7 @@ namespace Cthangover.Mods.RpgPlus.Tests .Select(a => a.Substring("--shots=".Length)) .FirstOrDefault(); GameLogger.Log("TEST", $"RpgPlusTestInitializer: activating rpg_plus, shots={shots ?? "off"}"); - (Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new RpgPlusTestDriver(shots)); + ModRoot.AddDeferred(new RpgPlusTestDriver(shots)); } } }