Crash while using smoothing tool
curioussavage opened this issue · comments
using MacOs and gles2 renderer.
Tested using one of the example projects and it crashed while smoothing some terrain.
Here is a backtrace:
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v3.5.1.stable.custom_build (6fed1ffa313c6760fa88b368ae580378daaef0f0)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] 1 libsystem_platform.dylib 0x000000018d38f2a4 _sigtramp + 56
[2] is_aabb_culled(AABB const&, Vector<Plane> const&) (in godot.osx.tools.arm64) (terrain_renderer.cpp:1093)
[3] is_aabb_culled(AABB const&, Vector<Plane> const&) (in godot.osx.tools.arm64) (terrain_renderer.cpp:1093)
[4] CDLODRenderer::_select_node(QuadTree::Node&, Vector<Color>&) (in godot.osx.tools.arm64) (terrain_renderer.cpp:1209)
[5] CDLODRenderer::_select_node(QuadTree::Node&, Vector<Color>&) (in godot.osx.tools.arm64) (terrain_renderer.cpp:1220)
[6] CDLODRenderer::_select_node(QuadTree::Node&, Vector<Color>&) (in godot.osx.tools.arm64) (terrain_renderer.cpp:1220)
[7] CDLODRenderer::_select_node(QuadTree::Node&, Vector<Color>&) (in godot.osx.tools.arm64) (terrain_renderer.cpp:1220)
[8] CDLODRenderer::_process() (in godot.osx.tools.arm64) (terrain_renderer.cpp:2195)
[9] MethodBind0::call(Object*, Variant const**, int, Variant::CallError&) (in godot.osx.tools.arm64) (method_bind.gen.inc:59)
[10] Object::call(StringName const&, Variant const**, int, Variant::CallError&) (in godot.osx.tools.arm64) (object.cpp:918)
[11] Object::emit_signal(StringName const&, Variant const**, int) (in godot.osx.tools.arm64) (object.cpp:1230)
[12] Object::emit_signal(StringName const&, Variant const&, Variant const&, Variant const&, Variant const&, Variant const&, Variant const&, Variant const&, Variant const&) (in godot.osx.tools.arm64) (object.cpp:1285)
[13] VisualServerRaster::draw(bool, double) (in godot.osx.tools.arm64) (visual_server_raster.cpp:99)
[14] VisualServerWrapMT::draw(bool, double) (in godot.osx.tools.arm64) (visual_server_wrap_mt.cpp:90)
[15] Main::iteration() (in godot.osx.tools.arm64) (main.cpp:2319)
[16] OS_OSX::run() (in godot.osx.tools.arm64) (os_osx.mm:3432)
[17] main (in godot.osx.tools.arm64) (godot_main_osx.mm:74)
[18] 18 dyld 0x000000018d037e50 start + 2544
-- END OF BACKTRACE --
Thanks for reporting the issue. I am going to check it
Could you create a clean project and test editing a new terrain there?
The demo scenes where created using the version 1.0.0 of the module.
The issue might be caused by the CDLODRenderer trying to read from a QUATREE that is being rebuilt following the HEIGHTMAP changes.
If the issue occurred while smoothing the terrain it could also happen when raising | lowering | flattening | eroding the height as those methods in the TerrainTool have almost identical behaviors
Finally circling back to this and I can confirm that the issue doesn't exist in a fresh project. Working great!
Hi, sorry for the late replay. It is good to know that everything is working fine now. If you find any other error, please let me know 👍