Nodes formerly managed by ResourceCache's singleton logic are now traditional autoload singletons.
I have a hunch ResourceCache's singleton management is the source of the game's crashes during scene changes. I think our code for rescuing these singletons from Godot's node freeing logic is failing, and these nodes get cleaned up sometimes, causing errors when they're reintroduced to the scene tree.
Nodes formerly managed by ResourceCache's singleton logic are now traditional autoload singletons.
I have a hunch ResourceCache's singleton management is the source of the game's crashes during scene changes. I think our code for rescuing these singletons from Godot's node freeing logic is failing, and these nodes get cleaned up sometimes, causing errors when they're reintroduced to the scene tree.