I believe the crash is a stale-lifetime bug in 3D picking. Viewport::_process_picking() caches last_object / last_id for multiple queued input events at the same pointer position. If the first _input_event callback removes the picked CollisionObject3D or current Camera3D from the tree, the next queued event can still reuse that cached target and call _collision_object_3d_input_event(), which immediately does get_global_transform on an object that is no longer safe to query. The patch does four things: 1. It rejects captured 3D pick targets that are no longer is_inside_tree() before reuse at viewport.cpp (similar changes exist in the code): 2. It re-fetches the cached same-position object from ObjectDB, verifies it still matches the cached pointer, and verifies it is still in the tree before dispatching. 3. It skips _mouse_exit() for a hovered 3D object that has already left the tree at viewport.cpp. 4. It adds a final guard inside _collision_object_3d_input_event() so even a future caller cannot query transforms on removed nodes or cameras at viewport.cpp.
Godot Engine
2D and 3D cross-platform game engine
Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms and consoles.
Free, open source and community-driven
Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Godot Foundation not-for-profit.
Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur for several years as an in-house engine, used to publish several work-for-hire titles.
Getting the engine
Binary downloads
Official binaries for the Godot editor and the export templates can be found on the Godot website.
Compiling from source
See the official docs for compilation instructions for every supported platform.
Community and contributing
Godot is not only an engine but an ever-growing community of users and engine developers. The main community channels are listed on the homepage.
The best way to get in touch with the core engine developers is to join the Godot Contributors Chat.
To get started contributing to the project, see the contributing guide. This document also includes guidelines for reporting bugs.
Documentation and demos
The official documentation is hosted on Read the Docs. It is maintained by the Godot community in its own GitHub repository.
The class reference is also accessible from the Godot editor.
We also maintain official demos in their own GitHub repository as well as a list of awesome Godot community resources.
There are also a number of other learning resources provided by the community, such as text and video tutorials, demos, etc. Consult the community channels for more information.
