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.
Tested versions
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:
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.