-
-
Notifications
You must be signed in to change notification settings - Fork 21.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
crash when member variable declared to itself #10972
Labels
Milestone
Comments
Yeah, the editor runs out of stack:
until forever Looks like we need some loop detection here. |
@bojidar-bg or someone else would like to give it a spin? |
bojidar-bg
added a commit
to bojidar-bg/godot
that referenced
this issue
Nov 8, 2017
akien-mga
pushed a commit
to abmyii/godot
that referenced
this issue
Sep 24, 2019
Fixes godotengine#10972 (cherry picked from commit b7fd065)
xsellier
pushed a commit
to xsellier/godot
that referenced
this issue
Oct 18, 2019
Fixes godotengine#10972 (cherry picked from commit b7fd065)
halotroop2288
pushed a commit
to Homebrodot/Godot
that referenced
this issue
Jan 12, 2024
Fixes godotengine#10972 (cherry picked from commit b7fd065)
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Operating system or device, Godot version, GPU Model and driver (if graphics related):
Windows 10 64 bits
Godot 3.0 alpha1
Issue description:
Godot crash when I try to access auto completion on a member variable declared to itself
Steps to reproduce:
In any kind of script attached to a node, create a member variable like this :
var test = test
In a function, (_ready for my test), type
test.
(the dot is important)After a few second I got a message saying godot must close
The text was updated successfully, but these errors were encountered: