godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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Crash when trying to run project #40270

Closed qarmin closed 4 years ago

qarmin commented 4 years ago

Godot version: 3.2.3.beta.custom_build. a4028b99e

It is regression from max 7 days ago

OS/device including version:

Ubuntu 20.04 and Linux Mint 20

Issue description:

When I try to run project from editor(doesn't happens when I execute project outside it), then editor crash with this backtrace

editor/editor_node.cpp:1129:37: runtime error: member call on null pointer of type 'struct EditorFeatureProfile'
editor/editor_node.cpp:1129:37: runtime error: member access within null pointer of type 'struct EditorFeatureProfile'
handle_crash: Program crashed with signal 11
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[1] godots() [0x14429b0] (/mnt/Miecz/godot3.2/platform/x11/crash_handler_x11.cpp:54)
[2] /lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7f309dca8210] (??:0)
[3] EditorNode::_save_scene_with_preview(String, int) (/mnt/Miecz/godot3.2/editor/editor_node.cpp:1129)
[4] EditorNode::_save_all_scenes() (/mnt/Miecz/godot3.2/editor/editor_node.cpp:1394 (discriminator 2))
[5] EditorNode::_menu_option_confirm(int, bool) (/mnt/Miecz/godot3.2/editor/editor_node.cpp:2242)
[6] EditorNode::_menu_option(int) (/mnt/Miecz/godot3.2/editor/editor_node.cpp:867)
[7] EditorNode::_run(bool, String const&) (/mnt/Miecz/godot3.2/editor/editor_node.cpp:2020)
[8] EditorNode::run_play() (/mnt/Miecz/godot3.2/editor/editor_node.cpp:4540 (discriminator 2))
[9] EditorNode::_menu_option_confirm(int, bool) (/mnt/Miecz/godot3.2/editor/editor_node.cpp:2396)
[10] EditorNode::_menu_option(int) (/mnt/Miecz/godot3.2/editor/editor_node.cpp:867)
[11] MethodBind1<int>::call(Object*, Variant const**, int, Variant::CallError&) (/mnt/Miecz/godot3.2/./core/method_bind.gen.inc:775 (discriminator 12))
[12] Object::call(StringName const&, Variant const**, int, Variant::CallError&) (/mnt/Miecz/godot3.2/core/object.cpp:922 (discriminator 1))
[13] Object::emit_signal(StringName const&, Variant const**, int) (/mnt/Miecz/godot3.2/core/object.cpp:1249 (discriminator 1))
[14] Object::emit_signal(StringName const&, Variant const&, Variant const&, Variant const&, Variant const&, Variant const&) (/mnt/Miecz/godot3.2/core/object.cpp:1293)
[15] BaseButton::_pressed() (/mnt/Miecz/godot3.2/scene/gui/base_button.cpp:135 (discriminator 2))
[16] BaseButton::on_action_event(Ref<InputEvent>) (/mnt/Miecz/godot3.2/scene/gui/base_button.cpp:165)
[17] BaseButton::_gui_input(Ref<InputEvent>) (/mnt/Miecz/godot3.2/scene/gui/base_button.cpp:64 (discriminator 3))
[18] MethodBind1<Ref<InputEvent> >::call(Object*, Variant const**, int, Variant::CallError&) (/mnt/Miecz/godot3.2/./core/method_bind.gen.inc:775 (discriminator 12))
[19] Object::call_multilevel(StringName const&, Variant const**, int) (/mnt/Miecz/godot3.2/core/object.cpp:764 (discriminator 1))
[20] Object::call_multilevel(StringName const&, Variant const&, Variant const&, Variant const&, Variant const&, Variant const&) (/mnt/Miecz/godot3.2/core/object.cpp:865)
[21] Viewport::_gui_call_input(Control*, Ref<InputEvent> const&) (/mnt/Miecz/godot3.2/scene/main/viewport.cpp:1669 (discriminator 2))
[22] Viewport::_gui_input_event(Ref<InputEvent>) (/mnt/Miecz/godot3.2/scene/main/viewport.cpp:2049 (discriminator 3))
[23] Viewport::input(Ref<InputEvent> const&) (/mnt/Miecz/godot3.2/scene/main/viewport.cpp:2825 (discriminator 2))
[24] Viewport::_vp_input(Ref<InputEvent> const&) (/mnt/Miecz/godot3.2/scene/main/viewport.cpp:1445)
[25] MethodBind1<Ref<InputEvent> const&>::call(Object*, Variant const**, int, Variant::CallError&) (/mnt/Miecz/godot3.2/./core/method_bind.gen.inc:775 (discriminator 12))
[26] Object::call(StringName const&, Variant const**, int, Variant::CallError&) (/mnt/Miecz/godot3.2/core/object.cpp:922 (discriminator 1))
[27] Object::call(StringName const&, Variant const&, Variant const&, Variant const&, Variant const&, Variant const&) (/mnt/Miecz/godot3.2/core/object.cpp:849)
[28] SceneTree::call_group_flags(unsigned int, StringName const&, StringName const&, Variant const&, Variant const&, Variant const&, Variant const&, Variant const&) (/mnt/Miecz/godot3.2/scene/main/scene_tree.cpp:275)
[29] SceneTree::input_event(Ref<InputEvent> const&) (/mnt/Miecz/godot3.2/scene/main/scene_tree.cpp:431 (discriminator 6))
[30] InputDefault::_parse_input_event_impl(Ref<InputEvent> const&, bool) (/mnt/Miecz/godot3.2/main/input_default.cpp:416)
[31] InputDefault::parse_input_event(Ref<InputEvent> const&) (/mnt/Miecz/godot3.2/main/input_default.cpp:260)
[32] InputDefault::flush_accumulated_events() (/mnt/Miecz/godot3.2/main/input_default.cpp:679)
[33] OS_X11::process_xevents() (/mnt/Miecz/godot3.2/platform/x11/os_x11.cpp:2666)
[34] OS_X11::run() (/mnt/Miecz/godot3.2/platform/x11/os_x11.cpp:3231)
[35] godots(main+0x340) [0x143a4e6] (/mnt/Miecz/godot3.2/platform/x11/godot_x11.cpp:57)
[36] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f309dc890b3] (??:0)
[37] godots(_start+0x2e) [0x143a0ee] (??:?)
-- END OF BACKTRACE --
Przerwane (zrzut pamięci)
  1. Open editor
  2. Run project

Minimal reproduction project:

It happens even with empty project

qarmin commented 4 years ago

Seems that is fixed in 3.2(I had 1 day old build)