Closed fire closed 4 hours ago
2024-11-01 22:20:23.098 godot.macos.editor.arm64[83542:1851801] +[IMKClient subclass]: chose IMKClient_Legacy ERROR: Method/function failed. Returning: Ref<AnimationLibrary>() at: get_animation_library (scene/animation/animation_mixer.cpp:257) ================================================================ handle_crash: Program crashed with signal 11 Engine version: Godot Engine v4.4.dev.custom_build (e726dce124df76282f50bc37189b35a8448e7297) Dumping the backtrace. Please include this when reporting the bug to the project developer. [1] 1 libsystem_platform.dylib 0x000000019fce8184 _sigtramp + 56 [2] MMAnimationLibrary::query(MMQueryInput const&) (in godot.macos.editor.arm64) + 76 [3] MMAnimationNode::_process(AnimationMixer::PlaybackInfo, bool) (in godot.macos.editor.arm64) + 608 [4] AnimationNode::process(AnimationMixer::PlaybackInfo, bool) (in godot.macos.editor.arm64) + 328 [5] AnimationNode::_blend_node(Ref<AnimationNode>, StringName const&, AnimationNode*, AnimationMixer::PlaybackInfo, AnimationNode::FilterAction, bool, bool, float*) (in godot.macos.editor.arm64) + 2800 [6] AnimationNode::blend_input(int, AnimationMixer::PlaybackInfo, AnimationNode::FilterAction, bool, bool) (in godot.macos.editor.arm64) + 1360 [7] AnimationNodeOutput::_process(AnimationMixer::PlaybackInfo, bool) (in godot.macos.editor.arm64) + 236 [8] AnimationNode::process(AnimationMixer::PlaybackInfo, bool) (in godot.macos.editor.arm64) + 328 [9] AnimationNode::_blend_node(Ref<AnimationNode>, StringName const&, AnimationNode*, AnimationMixer::PlaybackInfo, AnimationNode::FilterAction, bool, bool, float*) (in godot.macos.editor.arm64) + 2800 [10] AnimationNodeBlendTree::_process(AnimationMixer::PlaybackInfo, bool) (in godot.macos.editor.arm64) + 368 [11] AnimationNode::process(AnimationMixer::PlaybackInfo, bool) (in godot.macos.editor.arm64) + 328 [12] AnimationTree::_blend_pre_process(double, int, HashMap<NodePath, int, HashMapHasherDefault, HashMapComparatorDefault<NodePath>, DefaultTypedAllocator<HashMapElement<NodePath, int>>> const&) (in godot.macos.editor.arm64) + 352 [13] AnimationMixer::_process_animation(double, bool) (in godot.macos.editor.arm64) + 60 [14] AnimationTree::~AnimationTree() [15] Object::notification(int, bool) (in godot.macos.editor.arm64) + 80 [16] SceneTree::_process_group(SceneTree::ProcessGroup*, bool) (in godot.macos.editor.arm64) + 532 [17] SceneTree::_process(bool) (in godot.macos.editor.arm64) + 832 [18] SceneTree::physics_process(double) (in godot.macos.editor.arm64) + 200 [19] Main::iteration() (in godot.macos.editor.arm64) + 596 [20] OS_MacOS::run() (in godot.macos.editor.arm64) + 148 [21] main (in godot.macos.editor.arm64) + 388 [22] 22 dyld 0x000000019f930274 start + 2840 -- END OF BACKTRACE -- ================================================================ ERROR: This function (finalize) can only be called from the render thread. at: finalize (servers/rendering/rendering_device.cpp:6382) ERROR: 1 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit. ================================================================ handle_crash: Program crashed with signal 11 Engine version: Godot Engine v4.4.dev.custom_build (e726dce124df76282f50bc37189b35a8448e7297) Dumping the backtrace. [1] 1 libsystem_platform.dylib 0x000000019fce8184 _sigtramp + 56 [2] Object::~Object() (in godot.macos.editor.arm64) + 924 [3] unregister_core_types() (in godot.macos.editor.arm64) + 2600 [4] Main::cleanup(bool) (in godot.macos.editor.arm64) + 1860 [5] main (in godot.macos.editor.arm64) + 404 [6] 6 dyld 0x000000019f930274 start + 2840 -- END OF BACKTRACE -- ================================================================
Fixed by https://github.com/GuilhermeGSousa/godot-motion-matching/commit/6ec83d3a895726548783abb0ba734f417e9156ae