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Linux export not working #5833

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RameshRavone opened this issue Jul 21, 2016 · 6 comments
Closed

Linux export not working #5833

RameshRavone opened this issue Jul 21, 2016 · 6 comments

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@RameshRavone
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RameshRavone commented Jul 21, 2016

Operating system or device - Godot version:
Linux (ubuntu 16.04) - Latest Godot clone from git

Issue description (what happened, and what was expected):

"Segmentation fault (core dumped)"
and my gdb result is as follows

0x00000000005b2477 in DVector<String>::resize(int) ()
(gdb) bt
#0  0x00000000005b2477 in DVector<String>::resize(int) ()
#1  0x0000000001299e3c in ResourceInteractiveLoaderBinary::parse_variant(Variant&) ()
#2  0x0000000001298ab1 in ResourceInteractiveLoaderBinary::parse_variant(Variant&) ()
#3  0x000000000129bd8b in ResourceInteractiveLoaderBinary::poll() ()
#4  0x0000000001282afa in ResourceFormatLoader::load(String const&, String const&, Error*) ()
#5  0x0000000001282499 in ResourceLoader::load(String const&, String const&, bool, Error*) ()
#6  0x000000000041f9e2 in Main::start() ()
#7  0x000000000040e2e3 in main ()
@volzhs
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volzhs commented Jul 21, 2016

did you update export templates too?

@RameshRavone
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I just compiled every thing the engine, template and all

@akien-mga
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Are you using GCC 6? If not, what compiler?

@RameshRavone
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I am, export works if im using single sprite. But with two or even a physics object causes segmentation fault

(sorry for belated replay)

@vnen
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vnen commented Jul 23, 2016

@RameshRavone if you're using GCC 6, there's is a known problem (see #4623). Try compiling with CLang (add use_llvm=yes to the SCons command line).

@RameshRavone
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Didn't know what but the latest pull fixed my export.

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