Apply singleton instance binding clean-up fix no matter how it is created#1908
Open
dsnopek wants to merge 1 commit intogodotengine:masterfrom
Open
Apply singleton instance binding clean-up fix no matter how it is created#1908dsnopek wants to merge 1 commit intogodotengine:masterfrom
dsnopek wants to merge 1 commit intogodotengine:masterfrom
Conversation
Contributor
|
Hi @dsnopek so the game does not crash, but the Godot Editor (beta2) still crashes on exit. I am updating my local windows builds to rc2 with debug symbols and will report back. With rc2 debug symbols enabled This includes the godot-cpp v10 patch from this PR |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Fixes #1900
This fix is a little weird in that it only addresses the
Wrapped(GodotObject *)constructor, but I think that's actually correct, because we only want to do this when the instance binding creation was initiated on the engine side using a pre-existing instance. If someone creates a new instance of a singleton (which they really shouldn't do, but there's nothing preventing it) then it shouldn't register that as an engine singleton.