Godot Custom build Crashed

Godot Version

v4.3.beta.custom_build

Question

I compiled a version of godot from here. The first time worked. But then I compiled it again, it crashed on startup.

Here is the backtrace:

================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.3.beta.custom_build (52ed05f413673170642d5ab2c01334496e793e4d)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] <couldn't map PC to fn name>
[1] <couldn't map PC to fn name>
[2] <couldn't map PC to fn name>
[3] <couldn't map PC to fn name>
[4] <couldn't map PC to fn name>
[5] <couldn't map PC to fn name>
[6] <couldn't map PC to fn name>
[7] <couldn't map PC to fn name>
[8] ShaderGLES3::_load_from_cache (C:\godot\drivers\gles3\shader_gles3.cpp:605)
[9] ShaderGLES3::_initialize_version (C:\godot\drivers\gles3\shader_gles3.cpp:701)
[10] GLES3::CopyEffects::CopyEffects (C:\godot\drivers\gles3\effects\copy_effects.)
[11] RasterizerGLES3::RasterizerGLES3 (C:\godot\drivers\gles3\rasterizer_gles3.cpp)
[12] RenderingServerDefault::_init (C:\godot\servers\rendering\rendering_server_de)
[13] RenderingServerDefault::init (C:\godot\servers\rendering\rendering_server_def)
[14] Main::setup2 (C:\godot\main\main.cpp:2831)
[15] Main::setup (C:\godot\main\main.cpp:2461)
[16] widechar_main (C:\godot\platform\windows\godot_windows.cpp:165)
[17] _main (C:\godot\platform\windows\godot_windows.cpp:208)
[18] main (C:\godot\platform\windows\godot_windows.cpp:220)
[19] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[20] <couldn't map PC to fn name>
-- END OF BACKTRACE --
================================================================

If you compiled it once, then compiled again what did you change?

I did some searching, for some of those lines. It seems like the symbols are missing from the stack trace. Do you know if you compiled a debug build it would give you more information on the crash?

I changed something in the CSG files. But then, I undo it. I’m not sure if I undo everything. Is there a way to know if your files are the same as the original commit?

git diff will show the contents of uncommitted changes

Or

git status will just show changed files.

git log will show commit messages and maybe the branch origin tracking the remote branch.

git show can show you the contents of a commit.

Okay, it’s the same as the original.

1 Like

I will try to compile debug build tomorrow

Are debug build just adding this line? debug_symbols=yes If yes, I already did that.

Okay.

Looking at the error more closely there seems to be an exception thrown from some function call in __scrt_common_main_seh

[18] main (C:\godot\platform\windows\godot_windows.cpp:220)
[19] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[20] <couldn't map PC to fn name>

__scrt_common_main_seh seems to be part of some library of windows. Maybe it is the exception handler.

Although we don’t see why it fails.

Searching around it usually comes up when it wasn’t linked properly.

1 Like

Compile with arch=x86_32 worked fine for some reason. I think it’s good enough for now.

Actually, now my official godot 4.3 win64 build crashed.

Heres the traceback:

CrashHandlerException: Program crashed with signal 11
Engine version: Godot Engine v4.3.rc2.official (3978628c6cc1227250fc6ed45c8d854d24c30c30)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] error(-1): no debug info in PE/COFF executable
...
[26] error(-1): no debug info in PE/COFF executable
-- END OF BACKTRACE --

4.2 worked fine.

I think I fixed everything. All I needed to do is to update my graphic driver.

It crashed again. idk why. I’m just going to open an issue on godot GitHub repository.

Edit: I fixed it. Here’s the issue post

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