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author | Brian Richardson <brian@torch3d.com> | 2018-05-01 15:40:30 -0700 |
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committer | Brian Richardson <brian@torch3d.com> | 2018-05-01 15:40:30 -0700 |
commit | 9149b119733aa9444a59c6940e7d8b875dfc31e8 (patch) | |
tree | ab56bdf6034878f59d295eee57e689eb2e708951 | |
parent | 1113a738baeabebbee0d51f9c51d4f842fba0fda (diff) |
Fix a crash when trying to run Godot debugger on a release build.
The GDScriptLanguage::enter_function is wrapped in #ifdef DEBUG but the exit_function is not, resulting in a stack underflow error.
-rw-r--r-- | modules/gdscript/gdscript_function.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/gdscript/gdscript_function.cpp b/modules/gdscript/gdscript_function.cpp index d32ce25d3c..1c5b8187ca 100644 --- a/modules/gdscript/gdscript_function.cpp +++ b/modules/gdscript/gdscript_function.cpp @@ -1311,9 +1311,9 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a GDScriptLanguage::get_singleton()->script_frame_time += time_taken - function_call_time; } -#endif if (ScriptDebugger::get_singleton()) GDScriptLanguage::get_singleton()->exit_function(); +#endif if (_stack_size) { //free stack |