by drfrag » Mon Oct 14, 2019 4:32 am
The only relevant change in the last build was related to loading GL nodes. This is a different problem.
I've found another missing null pointer check that could be problematic so try the next build.
That said i could not reproduce the crash around that area but here with 4 GB of ram windows almost froze while debugging, i quit the game fine but the task manager closed and the windows explorer crashed. The engine was "only" using 1 GB of ram tough, that with default settings and you've set PB to the max. And then the mod is heavy WIP and there's a wall of errors in the console.
About those null pointer checks may be it's better to just not return null but there are already a lot of them and i'm not sure if there could be a performance impact or not and then may be those checks should be removed for consistency.