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Shader::setslotparam related texture switching crash
Upon switching to some of the windows textures, the game segfaults.
Shader::setslotparams (this=0x55555615dc78, slot=..., vslot=...) at engine/render/shader.cpp:699
699 SETSLOTPARAMS(slot.params)
#0 Shader::setslotparams (this=0x55555615dc78, slot=..., vslot=...) at engine/render/shader.cpp:699
p = <optimized out>
l = <optimized out>
i = 1
unimask = 2147483648
#1 0x00007ffff7a03492 in Shader::set (vslot=..., slot=..., this=<optimized out>)
at engine/render/texture.h:426
vslot = <optimized out>
slot = <optimized out>
this = <optimized out>
#2 changeshader (cur=..., cur=..., b=..., b=..., pass=4) at engine/render/renderva.cpp:1982
vslot = <optimized out>
slot = @0x555556da8cf0: {_vptr.Slot = 0x7ffff7cdc978 <vtable for Slot+16>, index = 14, smooth = -1,
sts = {static MINSIZE = 8, buf = 0x555556d9fc50, alen = 8, ulen = 3}, shader = 0x555555a86f00,
params = {static MINSIZE = 8, buf = 0x555556da16b0, alen = 8, ulen = 2},
variants = 0x555556bae500, loaded = true, texmask = 11, grass = 0x0, grasstex = 0x0,
thumbnail = 0x555557b0b740}
vslot = <optimized out>
slot = <optimized out>
#3 renderbatches (cur=..., pass=pass@entry=4) at engine/render/renderva.cpp:2071
b = <optimized out>
curbatch = -1
#4 0x00007ffff7a08eb2 in renderrsmgeom (dyntex=<optimized out>) at engine/render/renderva.cpp:2511
cur = {colormask = true, depthmask = true, alphaing = 0, vbuf = 49, vattribs = true,
vquery = false, colorscale = {{{x = 1, y = 1, z = 1}, {r = 1, g = 1, b = 1}, v = {1, 1, 1}}},
alphascale = 0, refractscale = 0, refractcolor = {{{x = 1, y = 1, z = 1}, {r = 1, g = 1, b = 1},
v = {1, 1, 1}}}, globals = 58031, tmu = 0, textures = {142, 143, 0, 0, 0, 0, 0},
slot = 0x555556da8cf0, texgenslot = 0x555556bace30, vslot = 0x555556bae500,
texgenvslot = 0x55555645ff00, texgenscroll = {{{x = 0, y = 0}, v = {0, 0}}}, texgenorient = 6,
texgenmillis = 0}
#5 0x00007ffff79a49aa in renderradiancehints () at engine/render/radiancehints.cpp:903
rhcputimer = 0x0
rhtimer = 0x0
#6 0x00007ffff79c4e75 in workinoq () at engine/render/renderlights.cpp:3776
No locals.
#7 0x00007ffff7a08921 in rendergeom () at engine/render/renderva.cpp:2341
doOQ = <optimized out>
multipassing = false
cur = {colormask = false, depthmask = false, alphaing = 0, vbuf = 0, vattribs = false,
vquery = false, colorscale = {{{x = 1, y = 1, z = 1}, {r = 1, g = 1, b = 1}, v = {1, 1, 1}}},
alphascale = 0, refractscale = 0, refractcolor = {{{x = 1, y = 1, z = 1}, {r = 1, g = 1, b = 1},
v = {1, 1, 1}}}, globals = -1, tmu = -1, textures = {0, 0, 0, 0, 0, 0, 0}, slot = 0x0,
texgenslot = 0x0, vslot = 0x0, texgenvslot = 0x0, texgenscroll = {{{x = 0, y = 0}, v = {0, 0}}},
texgenorient = -1, texgenmillis = 9484}
#8 0x00007ffff79bb0a0 in rendergbuffer (depthclear=depthclear@entry=true,
gamefxn=gamefxn@entry=0x5555555a2640 <game::rendergame()>) at engine/render/renderlights.cpp:4248
gcputimer = <optimized out>
gtimer = 0x0
#9 0x00007ffff79af090 in gl_drawview (gamefxn=gamefxn@entry=0x5555555a2640 <game::rendergame()>,
hudfxn=hudfxn@entry=0x5555555a4530 <game::renderavatar()>) at engine/render/rendergl.cpp:1985
scalefbo = 4
fogmargin = <optimized out>
fogmat = 0
abovemat = 0
fogbelow = 0
#10 0x00007ffff79b0498 in gl_drawframe (crosshairindex=0, gamefxn=0x5555555a2640 <game::rendergame()>,
hudfxn=0x5555555a4530 <game::renderavatar()>) at engine/render/rendergl.cpp:2116
No locals.
#11 0x0000555555560f60 in main (argc=<optimized out>, argv=<optimized out>) at game/main.cpp:308
frames = 860
millis = 9484
crosshairindex = <optimized out>
timeerr = 0
scaledtime = <optimized out>
gamefxn = <optimized out>
hudfxn = <optimized out>
Not caused by 1e0a3a5c39690c422cd77f8f81faa70101fd7727