#GameDev #Godot #CSharp #Huh So I am trying out the mesh-generation and subdivision code I wrote yesterday, and it crashed (FWIW trying to get the adjoining surface off an edge which really should have had one...)
So I delete all the cubes (this primitive approach builds things from cubes) and it stops crashing, and then I start putting them back until it crashes, and I start playing with the exact cubes I am using trying to narrow down precisely what crashes it...
And I go through a few cycles of getting it to crash, and then fixing it, and so on...
And at some point it stops crashing
and now I have put everything back and it is *fine*...
This is not something I have ever seen with C# before, it occasionally happens with C++, esp. if you have incremental rebuilds and have been cancelling builds, so that some .obj file may have been miscreated, or not deleted when it should be. But I don't think I ever saw this before with C#.
Anyone else?