Description
Godot version:
3.1
OS/device including version:
Ubuntu 18.04
Issue description:
Running a 3.1 export .pck using 3.1.1 server binary results in segfault without message as to why.
Original issue:
Game server runs fine in editor and as exported executable, but not when running .pck file via server binary.
I have game client and server. In editor both run fine, exported and executed directly, both run fine. However when using the server template from https://godotengine.org/download/server I get segfault.
Minimal reproduction project:
Can follow the original ones. The server .pck provided was exported using 3.1-stable, and if run with official 3.1.1 server binary you'll see segfault.
What's curious is as far as I can tell, you still have to click the "Lets go" button on client to trigger crash.
Original steps:
Not sure what issue is, so included my client/server in addition to exports of both. Instructions in zip on how to run and achieve segfault.
Note if you want to export my project, be sure to include *.json resources.
Zip for download at https://menip.itch.io/deathmatch. Password is "godot"