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Game Window & Editor Crash in 4.7dev1 & 4.7dev2 #117302

Description

@noahgree

Tested versions

  • Reproducible in 4.7dev1, 4.7dev2
  • Not reproducible in 4.6, 4.6.2rc1

System information

Godot v4.7.dev2 - macOS Tahoe (26.3.1) - Multi-window, 2 monitors - Metal (Forward+) - integrated Apple M2 Max (Apple8) - Apple M2 Max (12 threads) - 32.00 GiB memory

Issue description

I cannot figure out what triggers the game window crash, but as of 4.7 the game window crashes with no output in editor console after doing certain actions. I actually narrowed it down to a few candidates, and upon opening one of the scripts for one of my weapon scenes, the entire editor crashed, not just the game. This script is a tool script, though. Now I can't open the project at all on 4.7. I was able to record the logs from my Mac's system console when the game window crashed and have pasted below:

error	19:30:18.023761-0400	Godot	
================================================================
error	19:30:18.023823-0400	Godot	handle_crash: Program crashed with signal 11
error	19:30:18.023838-0400	Godot	Engine version: Godot Engine v4.7.dev2.official (778cf54dabd8a9e25b698a87036ab8604183f303)
error	19:30:18.023849-0400	Godot	Dumping the backtrace. Please include this when reporting the bug on: https://github.com/godotengine/godot/issues
error	19:30:18.360904-0400	Godot	[1] 1   libsystem_platform.dylib            0x000000019b259764 _sigtramp + 56
error	19:30:18.360971-0400	Godot	[2] MTL::IOFlushAndDestroyCompressionContext(void*)
error	19:30:18.361002-0400	Godot	[3] MTL::IOFlushAndDestroyCompressionContext(void*)
error	19:30:18.361031-0400	Godot	[4] MTL::IOFlushAndDestroyCompressionContext(void*)
error	19:30:18.361054-0400	Godot	[5] MTL::IOFlushAndDestroyCompressionContext(void*)
error	19:30:18.361079-0400	Godot	[6] MTL::IOFlushAndDestroyCompressionContext(void*)
error	19:30:18.361103-0400	Godot	[7] MTL::IOFlushAndDestroyCompressionContext(void*)
error	19:30:18.361126-0400	Godot	[8] MTL::IOFlushAndDestroyCompressionContext(void*)
error	19:30:18.361150-0400	Godot	[9] MTL::IOFlushAndDestroyCompressionContext(void*)
error	19:30:18.361176-0400	Godot	[10] MTL::IOFlushAndDestroyCompressionContext(void*)
error	19:30:18.361201-0400	Godot	[11] 11  Godot                               0x00000001085d1370 SDL_GetPerformanceFrequency + 38844608
error	19:30:18.361226-0400	Godot	[12] 12  Godot                               0x00000001085d9234 SDL_GetPerformanceFrequency + 38877060
error	19:30:18.361249-0400	Godot	[13] 13  Godot                               0x0000000108533848 SDL_GetPerformanceFrequency + 38198680
error	19:30:18.361274-0400	Godot	[14] 14  Godot                               0x00000001085335d4 SDL_GetPerformanceFrequency + 38198052
error	19:30:18.361335-0400	Godot	[15] 15  Godot                               0x00000001086b1f4c SDL_GetPerformanceFrequency + 39765148
error	19:30:18.361382-0400	Godot	[16] 16  Godot                               0x0000000104c6ba74 main + 152680
error	19:30:18.361424-0400	Godot	[17] mvk::SPIRVToMSLConverter::convert(mvk::SPIRVToMSLConversionConfiguration&, mvk::SPIRVToMSLConversionResult&, bool, bool, bool)
error	19:30:18.361465-0400	Godot	[18] 18  CoreFoundation                      0x000000019b2ede58 __CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION__ + 36
error	19:30:18.361548-0400	Godot	[19] 19  CoreFoundation                      0x000000019b2edd54 __CFRunLoopDoObservers + 648
error	19:30:18.361645-0400	Godot	[20] 20  CoreFoundation                      0x000000019b2ed400 __CFRunLoopRun + 924
error	19:30:18.361720-0400	Godot	[21] 21  CoreFoundation                      0x000000019b3a7f3c _CFRunLoopRunSpecificWithOptions + 532
error	19:30:18.361766-0400	Godot	[22] 22  HIToolbox                           0x00000001a7e58790 RunCurrentEventLoopInMode + 316
error	19:30:18.361810-0400	Godot	[23] 23  HIToolbox                           0x00000001a7e5bab8 ReceiveNextEventCommon + 488
error	19:30:18.361856-0400	Godot	[24] 24  HIToolbox                           0x00000001a7fe5b64 _BlockUntilNextEventMatchingListInMode + 48
error	19:30:18.361991-0400	Godot	[25] 25  AppKit                              0x000000019fc0a014 _DPSBlockUntilNextEventMatchingListInMode + 236
error	19:30:18.362108-0400	Godot	[26] 26  AppKit                              0x000000019f707e48 _DPSNextEvent + 588
error	19:30:18.362241-0400	Godot	[27] 27  AppKit                              0x00000001a01cef08 -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 688
error	19:30:18.362382-0400	Godot	[28] 28  AppKit                              0x00000001a01cec14 -[NSApplication(NSEventRouting) nextEventMatchingMask:untilDate:inMode:dequeue:] + 72
error	19:30:18.362505-0400	Godot	[29] 29  AppKit                              0x000000019f700780 -[NSApplication run] + 368
error	19:30:18.362517-0400	Godot	[30] main (in Godot) + 960
error	19:30:18.362528-0400	Godot	[31] 31  dyld                                0x000000019ae85d54 start + 7184
error	19:30:18.362536-0400	Godot	-- END OF C++ BACKTRACE --
error	19:30:18.362544-0400	Godot	================================================================

Steps to reproduce

I cannot figure this out exactly. Hopefully the logs help.

Minimal reproduction project (MRP)

None outside of my personal project, although I'll note that my project is in GDScript. I haven't been able to recreate this in a new project.

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