Wreck was an urak destroyer. It was being shot with momentum weapons at the time of the crash.
2.0a1 Dev build
Breakpoint triggered at: CPhysicsForceDesc.GetDesc from CPhysicsForceDesc.AddDrag from CSpaceObject.AddDrag from CStation.OnUpdate (...rest omitted because its the standard update looop)
line where exception thrown was:
TArray.h line 267:
VALUE *pElement = (VALUE *)(GetBytes() + iIndex * sizeof(VALUE));
The codepath in the standard update loop is still connected to the onAnimate call, so it might be possible that something in the 60fps change broke this?
Ok we have only been able to repro it on our dev VM:
exact same build copied outside of the VM works just fine on native hardware.
Pre-60fps build works fine on the VM.
Seems there is a race condition that happens when the game runs in the VM with the 60fps code?
(To try getting it to repro on other hardware/VMs, spawn in a bunch of ships with momentum things like the centauri heavy raider and then hold down 'd' to spawn a LOT of them)
Well, its now showing up in other parts of the codebase during onUpdate, but again, only on the VM.