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Fixes off by one bug, and increases the limit slightly.

Forward port of #111443
Fixes crash mentioned in #106244 (comment)

Notes

  • My bad, simple off by one bug here, so it writes just off the end of the array. It didn't show up in testing because not only does the scene depth need to reach the limit, but one of the nodes past the limit needs to be moved (rather than via a parent).
  • I've also increased the limit just a tad from 32 to 48. There's no particularly bad consequence from overrunning the limit (just slightly less efficiency in the interpolation calculations), but there isn't much cost to increasing this. I did consider 64 but users should really not be using such scene depths anyway as it will be super inefficient.

Fixes off by one bug, and increases the limit slightly.
@lawnjelly lawnjelly added this to the 4.6 milestone Oct 9, 2025
@lawnjelly lawnjelly requested a review from a team as a code owner October 9, 2025 09:58
@lawnjelly lawnjelly added bug topic:rendering crash topic:3d cherrypick:4.5 Considered for cherry-picking into a future 4.5.x release labels Oct 9, 2025
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@Ivorforce Ivorforce left a comment

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Makes sense to me.

@Repiteo Repiteo merged commit 09ea0cf into godotengine:master Oct 9, 2025
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Repiteo commented Oct 9, 2025

Thanks!

@lawnjelly lawnjelly deleted the fti_fix_scene_tree_depth_limit4 branch October 9, 2025 17:32
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3 participants