3.x resource crash fix
NullptrEnjoyer opened this issue · comments
Due to some changes ( godotengine/godot#62408 ) this module does not work on later 3.x versions.
In the PR, an additional argument was added to the resource loading function, which seems to make the overriden version in this module make a different function instead of overriding the proper one, leading to an infinite loop because of how the load functions are set up. Probably.
Luckily, this can be easily fixed by a minor edit in the register_types.cpp file:
At line 34 of register_types.cpp there should be
virtual RES load(const String &p_path, const String &p_original_path, Error *r_error) {
Here you just have to add "bool p_no_subresource_cache = false" in the arguments, so it looks like
virtual RES load(const String &p_path, const String &p_original_path, Error *r_error, bool p_no_subresource_cache = false) {
It should no longer crash as we are now overriding the correct function. Note that if you're reverting to 3.2 for some reason you have to change it back (unless you do a proper fix but who has time for that amirite).