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author | Hein-Pieter van Braam <hp@tmm.cx> | 2023-09-26 23:28:27 +0200 |
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committer | Hein-Pieter van Braam <hp@tmm.cx> | 2023-09-26 23:50:50 +0200 |
commit | b5705958e6a75aff91f2f5e714060af54b1cf21b (patch) | |
tree | f170abf0311412aecc532db7f95179d8a5718305 /modules/gdscript/gdscript_analyzer.cpp | |
parent | 36945dad0730ee013547493df60c4c59567b4290 (diff) | |
download | redot-engine-b5705958e6a75aff91f2f5e714060af54b1cf21b.tar.gz |
Fix import crash
I was trying to import a solid colored metal/roughness texture that
worked in Godot 4.1.1 but failed to load on master. I eventually tracked
it down to this: to_x and to_y can be 0, which then leads them to be -1
later, which then causes ofs to overflow.
Some of these cases were hidden because of the use of Vector so we were
just happily scribbling in ram elsewhere.
Switched to LocalVector as it made debugging a bit easier.
Diffstat (limited to 'modules/gdscript/gdscript_analyzer.cpp')
0 files changed, 0 insertions, 0 deletions