GDScript: Fix interrupted coroutines not clearing#116711
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Just to check if I'm understanding this correctly. The purpose of those code snippets: godot/modules/gdscript/gdscript.cpp Lines 2033 to 2035 in 2327a82 godot/modules/gdscript/gdscript.cpp Lines 1498 to 1500 in 2327a82 is to break reference cycles when a function state is referenced from its stack? |
See #65910. I'm not sure, but probably the logic behind this is that during godot/modules/gdscript/gdscript.cpp Lines 2030 to 2035 in 2327a82
I tested this and looked at the code a bit more. It looks like it works correctly. Perhaps the crashes were caused by the The current behavior is clearly wrong, and re-adding the |
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Thanks! |
queue_free()on a node before a SceneTreeTimer times out #84860.await#61003.awaitinrelease_debugbuilds (GCC specific) #57126.