Mikael Hermansson
Mikael Hermansson
Possibly related to #74686.
That `SingletonBinder` in EffekseerForGodot4 assumes that all referenced singleton bindings call `___binding_create_callback` at some point, which is not the case, and will double-free if the extension does something like expose...
I'm not saying that it wouldn't work, I'm saying that I can't confidently state that it will work in the general case. Again, someone with a deeper understanding of the...
> it sounds like the problem would be solved if we deleted all the singleton wrappers in `GDExtensionBinding::deinitialize_level()` I'm mostly recalling this from the murky depths of ancient memory, so...
> I'm not sure if OP suggests this only affects the editor, but I actually experience the crash when running the project. I can't remember if I'd only seen it...
Yes, sorry, I meant that I'm surprised this issue isn't flooded with people facing the same problem, not that I'm surprised that it hasn't been fixed yet. It's a tricky...
> I'd appreciate it if this was resolved sooner rather than later. While crashes on exit will likely remain unnoticed by end users, it affects development process greatly, as you...
Note that after this PR the [CI builds for Visual Studio](https://github.com/godotengine/godot-cpp/blob/a0b0560e20083cbccae6a726771cd15826d6e1ec/.github/workflows/ci.yml#L188-L194) will be `Release` in name only, and will instead build (the default) non-optimized builds, since they're (incorrectly) treating the...
> Those MSVC link options have to be consistent throughout the build, so setting them explicitly just won't work. Yeah, the MSVC runtime library stuff (assuming you're talking about asmaloney/GDExtensionTemplate#43)...
I was asked by @reduz to try to take this across the finish line a while back, and was underway with diagnosing the SIGSEV at one point, but other priorities...