The first two fights on OSX can crash. It seems to occur from the hackable healing spells/potions, and is only triggered on enemy death as far as we know.
This has a few candidate causes:
Optimization related bug where editing the assembly results in an eventual crash.
A timing issue where the the events placed on the timeline for the heals (TimelineEventGroup) get removed when the enemy dies, and removing these mid-heal may cause an issue, as code is executing on a deleted object.
The 2nd one only matters if any local variables are accessed post-deletion
One possible solution is that instead of deleting timeline events on completion, handle it similar to the way we despawn entities -- simply deactivate them and hide them.
They'll get cleaned up on scene change, so we don't need to worry about use-after-delete bugs.
The first two fights on OSX can crash. It seems to occur from the hackable healing spells/potions, and is only triggered on enemy death as far as we know.
This has a few candidate causes:
The 2nd one only matters if any local variables are accessed post-deletion
One possible solution is that instead of deleting timeline events on completion, handle it similar to the way we despawn entities -- simply deactivate them and hide them.
They'll get cleaned up on scene change, so we don't need to worry about use-after-delete bugs.