0 votes

Godot version:
Master branch, commit a2cf1c3d049d0ca4de9d939550d1fb21c4d54297

OS/device including version:
Arch Linux. R9 270x with AMDGPU drivers, but I doubt it's relevent here.

Issue description:
Using the mesh from SurfaceTool.commit results in a segfault. It should take the mesh and use it.
When run from the console, I get the following backtrace:

Adding fullZone
handlecrash: Program crashed with signal 11
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[1] /usr/lib/libc.so.6(+0x378b0) [0x7f3feb0578b0] (??:0)
[2] Reference::unreference() (/home/oakenbow/Dev/Lib/godot/./core/safe
refcount.h:118)
[3] Ref::unref() (/home/oakenbow/Dev/Lib/godot/./core/reference.h:280 (discriminator 1))
[4] Ref::ref(Ref const&) (/home/oakenbow/Dev/Lib/godot/./core/reference.h:75)
[5] Ref::operator=(Ref const&) (/home/oakenbow/Dev/Lib/godot/./core/reference.h:155)
[6] MeshInstance2D::setmesh(Ref const&) (/home/oakenbow/Dev/Lib/godot/scene/2d/meshinstance2d.cpp:61)
[7] MethodBind1<Ref const&>::ptrcall(Object*, void const**, void*) (/home/oakenbow/Dev/Lib/godot/./core/method
bind.gen.inc:782 (discriminator 6))
[8] godot(godotmethodbindptrcall+0x48) [0x17f9f7d] (/home/oakenbow/Dev/Lib/godot/modules/gdnative/gdnative/gdnative.cpp:70)
[9] godot::MeshInstance2D::set
mesh(godot::Ref) (??:0)
[10] Chunk::remesh() (??:0)
[11] Chunk::update(double) (??:0)
[12] void godot::WrappedMethod<Chunk, void, double>::apply<0>(godot::Variant*, Chunk*, godot::Variant**, godot::Sequence<0>) (??:0)
[13] godot_variant godot::
wrapped
method<Chunk, void, double>(void*, void*, void*, int, godotvariant) (??:0)
[14] NativeScriptInstance::call_multilevel(StringName const&, Variant const
, int) (/home/oakenbow/Dev/Lib/godot/modules/gdnative/nativescript/nativescript.cpp:905)
[15] Node::
notification(int) (/home/oakenbow/Dev/Lib/godot/scene/main/node.cpp:58)
[16] Node::notificationv(int, bool) (/home/oakenbow/Dev/Lib/godot/./scene/main/node.h:46 (discriminator 14))
[17] CanvasItem::
notificationv(int, bool) (/home/oakenbow/Dev/Lib/godot/./scene/2d/canvasitem.h:166 (discriminator 3))
[18] Node2D::
notificationv(int, bool) (/home/oakenbow/Dev/Lib/godot/./scene/2d/node2d.h:38 (discriminator 3))
[19] MeshInstance2D::
notificationv(int, bool) (/home/oakenbow/Dev/Lib/godot/scene/2d/meshinstance2d.h:37 (discriminator 3))
[20] Object::notification(int, bool) (/home/oakenbow/Dev/Lib/godot/core/object.cpp:952)
[21] SceneTree::notifygrouppause(StringName const&, int) (/home/oakenbow/Dev/Lib/godot/scene/main/scenetree.cpp:975)
[22] SceneTree::idle(float) (/home/oakenbow/Dev/Lib/godot/scene/main/scenetree.cpp:522 (discriminator 3))
[23] Main::iteration() (/home/oakenbow/Dev/Lib/godot/main/main.cpp:1919)
[24] OS
X11::run() (/home/oakenbow/Dev/Lib/godot/platform/x11/osx11.cpp:3034)
[25] godot(main+0xdc) [0x1387972] (/home/oakenbow/Dev/Lib/godot/platform/x11/godot
x11.cpp:56)
[26] /usr/lib/libc.so.6(__libcstartmain+0xf3) [0x7f3feb043ce3] (??:0)
[27] godot(_start+0x2e) [0x13877de] (??:?)
-- END OF BACKTRACE --
[1] 26193 abort (core dumped) godot

Steps to reproduce:
Code. fullZone is a lookuptable of Vector3s (omitted for brevity).
I've also tried without adding any idices. No dice there either.

I would've put this on Github, but I'm not completely sure that I'm not the one doing something wrong here.

asked May 31 in Engine by DarrionOakenbow (86 points)
edited May 31 by DarrionOakenbow

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