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authorHein-Pieter van Braam <hp@tmm.cx>2018-03-02 09:37:32 +0100
committerHein-Pieter van Braam <hp@tmm.cx>2018-03-02 09:37:32 +0100
commit555eebf3f4845c8138c24ded96fcb3fa5c67787a (patch)
tree8abf3e9bd73605eebec1fc6a119b97721fdbb699 /scene
parent08cadc3d871f681ef1f951894345359a85ba190e (diff)
Don't crash when trying to add an invalid navmesh
It is possible to try to add an invalid object as a navmesh through GDScript which results in an engine crash. This creates a debug message that should help the user figure out what's wrong.
Diffstat (limited to 'scene')
-rw-r--r--scene/3d/navigation.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/scene/3d/navigation.cpp b/scene/3d/navigation.cpp
index e7ab6cde8a..77bf703706 100644
--- a/scene/3d/navigation.cpp
+++ b/scene/3d/navigation.cpp
@@ -35,6 +35,7 @@ void Navigation::_navmesh_link(int p_id) {
ERR_FAIL_COND(!navmesh_map.has(p_id));
NavMesh &nm = navmesh_map[p_id];
ERR_FAIL_COND(nm.linked);
+ ERR_FAIL_COND(nm.navmesh.is_null());
PoolVector<Vector3> vertices = nm.navmesh->get_vertices();
int len = vertices.size();