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When game exit is requests when initial loading screen is active LightManager can be destructed in the main thread before LightManagerStateAttribute::apply is completed by different thread. Given that it uses raw pointer at some point it becomes dangling because object is destructed this leads to UB and eventual SIGSEGV. |
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.. | ||
bsa | ||
bullethelpers | ||
compiler | ||
config | ||
contentselector | ||
crashcatcher | ||
debug | ||
detournavigator | ||
esm | ||
esmterrain | ||
fallback | ||
files | ||
fontloader | ||
interpreter | ||
loadinglistener | ||
misc | ||
myguiplatform | ||
nif | ||
nifbullet | ||
nifosg | ||
process | ||
resource | ||
sceneutil | ||
sdlutil | ||
settings | ||
shader | ||
terrain | ||
to_utf8 | ||
translation | ||
version | ||
vfs | ||
widgets | ||
CMakeLists.txt | ||
doc.hpp |