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Certain autocomplete of literals causes editor crash #96239
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Out of curiosity, I attempted to clone the godot repository and tried to debug to see if I could see what was triggering this issue, since the editor itself wasn't giving any logs. context.parser = this; But i'm not sure if this will cause any other issues, as i'm not familiar at all with godot's codebase. |
You are right it should be set there 👍 Feel free to make a PR if you want to, otherwise I'll fix it together with some other regression from #94082 |
Tested versions
System information
Godot v4.4.dev1 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 (NVIDIA; 31.0.15.4617) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)
Issue description
Certain autocomplete requests of literals causes a crash in the editor. This mainly occurs when trying to insert literal values as parameters to function calls for Autoload scripts, Static functions, and regular functions in specific circumstances.
Examples:
Assuming the Autoloaded script:
and the call from another node:
The editor crashes when attempting to make a completion request while typing the literal value "10".
A similar problem happens with static functions:
This also happens when trying to type literal as parameters for function calls of scripts instantiated in the same scope as the call:
The examples above are using
int
literals, but it seems to be triggered by any kind of literal:int
andfloat
literal after giving enough of a brief pause while typingstring
, seems to immediatelly crash when opening double quotesnull
,true
, orfalse
, which seems to trigger as soon as you finish typing the wordSteps to reproduce
Autoload scripts
Static functions
class_name
and a static functionRegular functions
Minimal reproduction project (MRP)
crash-reproduction.zip
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