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
bfd4013fd9
commit
5b67ae95e8
1 file changed
+1
-1
@@ -22,7 +22,7 @@ namespace Cthangover.Tools.Schemas.Tests
|
|||||||
return;
|
return;
|
||||||
driverQueued = true;
|
driverQueued = true;
|
||||||
GameLogger.Log("TEST", "SchemaToolsTestInitializer: activating schema_tools_edit");
|
GameLogger.Log("TEST", "SchemaToolsTestInitializer: activating schema_tools_edit");
|
||||||
(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new SchemaToolsTestDriver());
|
ModRoot.AddDeferred(new SchemaToolsTestDriver());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Reference in new issue
Block a user