Return at invalid skeleton in ChainIK3D before updating mutable info#114062
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Needs to rebase to follow our PR workflow (this PR must contain only 1 commit).
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the commit part is done :) |
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Ideally, we recommend that the commit comment shouldn’t contain any PR number, and based on the what you done. For example, “Make update_mutable_info return earlier if skeleton is null”. |
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The current title of the pull request is a good example of a commit message.
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assuming nothing broke in the amend it should be good now (not a huge fan of needing a force push to amend) |
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Thanks! And congrats for your first merged Godot contribution 🎉 |
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pretty self explanatory i hope.. in my testing it fixes the segfault reported in #114059 when moving a ChainIK3D derived node from its parent skeleton in the editor's scene tree
edit:
been trying to find an alternative way of doing this and couldn't really find one that was a solid fix, it seems like for some reason the function that caused the segfault gets called a few times once its gone from the skeleton's hierarchy.
either way it's probably a good idea to return when the skeleton is invalid because right after the skeleton check it's getting referenced