#Crashing sometimes when finishing the level
41 messages · Page 1 of 1 (latest)
and the crash log extract:
Celeste Error Log
==========================================
Ver 1.4.0.0-fna [Everest: 4771-azure-c7350]
05/12/2024 19:36:44
System.NullReferenceException: Object reference not set to an instance of an object.
at Celeste.Mod.Everest.Content.refreshEmojis(ModAsset mapping) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/Everest.Content.cs:line 1053
at Celeste.Mod.Everest.Content.refreshEmojis(ModAsset mapping) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/Everest.Content.cs:line 1056
at Celeste.Mod.Everest.Content.ProcessUpdate(Object asset, ModAsset mapping, Boolean load) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/Everest.Content.cs:line 1030
at Celeste.Mod.Everest.Content.ProcessLoad(Object asset, String assetNameFull) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/Everest.Content.cs:line 1010
at Monocle.Atlas.FromAtlas(String path, AtlasDataFormat format) in /home/vsts/work/1/s/Celeste.Mod.mm/Patches/Monocle/Atlas.cs:line 271
at Celeste.LevelExit.LoadCompleteThread() in /home/vsts/work/1/s/Celeste.Mod.mm/Patches/LevelExit.cs:line 49
at Celeste.RunThread.RunThreadWithLogging(Action method) in /home/vsts/work/1/s/Celeste.Mod.mm/Patches/RunThread.cs:line 39
apologies for the obnoxious audio event spam lmao
theres something about emojis

that's interesting, i'm not using emojis for this
does the UI layer on the chapter complete screen use emojis for the letters or something weird?
i'm gonna fix the audio not found thing in the meantime
i can't imagine that has anything to do with it
but will see if anything changes
wtf is all of this on top of that
those are the debug logs from the pathfinder alg?
shouldnt those be always disabled 
i think the pathfind class has a bunch of debug logs so thats not that weird
though all of them are wrapped with an if
(05/12/2024 19:36:46) [Everest] [Info] [SS2024/UpdogCarriable] doing the things at 27 in CIL code for System.Void DMD<Celeste.Player::Throw>?59075056::Celeste.Player::Throw(Celeste.Player)
what's updog
lmao
can you enable verbose logging rq
just add --loglevel verbose in everest-launch.txt
how should a mod asset have a null child 
like this?
yeah
yyyyeah that'll work
worked fine this time
it's only crashed twice so far and i'm not sure of the reproduction steps yet
only that it happened when transitioning to the endscreen
and started after i changed the meta.yaml
oh i should probably send that for reference too
https://github.com/EverestAPI/Everest/blob/bf5b48bdf124e618c19f33b45b56cfb9f00ead5d/Celeste.Mod.mm/Mod/Everest/Everest.Content.cs#L690-L696
here is the only place where children are added to metadata (i think), and yeah, metadata could be null here
is there any way to tell from those logs if it's my map that is causing the problem?
from a layman perspective it seems to be a generic everest thing
but i'm clueless
same, but i can't tell for certain it's not some mod asset confusing everest
but it does confirm that it's caused by the level end screen judging by the LevelEnd in the stacktrace
heisenbug