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Files
godot/core/object.cpp
lawnjelly c8317fc926 Object::call() prevent debug lock accessing dangling pointer
Self deleting an object within a call was leading to crashes due to referencing freed memory, due to a raw pointer stored in the debug lock.

Co-authored-by: RandomShaper <pedrojrulez@gmail.com>
(cherry picked from commit 0ccd559d17)
2025-05-25 09:53:28 +01:00

57 KiB