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I discovered this issue while working on Godot 4.5 support in sentry-godot GDExtension.
When callstack tracking is enabled in release exports via debug/settings/gdscript/always_track_call_stacks, exported builds can crash on exit. With a GCC build on Linux (target=template_release debug_symbols=yes), I get SIGABRT and this printed:
Enable debug/settings/gdscript/always_track_call_stacks in the project settings. I wasn't able to reproduce it on an empty project. You can try with a sample or a production project. It crashed with several different projects, but not with a minimal setup, for some reason. This also happens on macOS. Didn't test on Windows.
Minimal reproduction project (MRP)
Don't have one at the moment. I'll see if I can reproduce in some public demo project.
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Tested versions
System information
Arch Linux on Wayland - Wayland display driver, Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 threads)
Issue description
I discovered this issue while working on Godot 4.5 support in sentry-godot GDExtension.
When callstack tracking is enabled in release exports via
debug/settings/gdscript/always_track_call_stacks
, exported builds can crash on exit. With a GCC build on Linux (target=template_release debug_symbols=yes
), I get SIGABRT and this printed:Callstack state:
Likely related to:
Steps to reproduce
Enable
debug/settings/gdscript/always_track_call_stacks
in the project settings. I wasn't able to reproduce it on an empty project. You can try with a sample or a production project. It crashed with several different projects, but not with a minimal setup, for some reason. This also happens on macOS. Didn't test on Windows.Minimal reproduction project (MRP)
Don't have one at the moment. I'll see if I can reproduce in some public demo project.
The text was updated successfully, but these errors were encountered: