如下是相关控制台报错
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[1] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[2] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[3] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[4] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[6] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[7] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[8] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[9] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[10] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[11] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[12] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[13] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[14] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[15] void System.Threading.Tasks.Task.RunContinuations(object)
[16] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[17] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[18] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[19] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[1] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[2] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[3] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[4] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[6] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[7] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[8] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[9] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[10] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[11] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[12] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[13] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[14] void System.Threading.Tasks.Task.RunContinuations(object)
[15] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[16] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[17] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[18] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[1] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[2] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[3] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[4] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[6] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[7] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[8] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[9] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[10] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[11] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[12] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[13] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[14] void System.Threading.Tasks.Task.RunContinuations(object)
[15] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[16] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[17] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[18] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[1] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[2] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[3] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[4] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[6] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[7] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[8] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[9] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[10] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[11] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[12] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[13] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[14] void System.Threading.Tasks.Task.RunContinuations(object)
[15] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[16] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[17] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[18] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[1] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[2] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[3] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[4] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[6] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[7] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[8] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[9] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[10] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[11] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[12] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[13] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[14] void System.Threading.Tasks.Task.RunContinuations(object)
[15] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[16] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[17] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[18] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[1] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[2] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[3] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[4] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[6] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[7] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[8] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[9] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[10] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[11] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[12] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[13] void System.Threading.Tasks.Task.RunContinuations(object)
[14] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[15] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[16] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[17] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[1] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[2] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[3] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[4] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[6] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[7] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[8] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[9] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[10] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[11] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[12] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[13] void System.Threading.Tasks.Task.RunContinuations(object)
[14] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[15] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[16] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)
[17] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
[WARN] No energy prefix found for EnergyIconsFormatter! Using colorless as a fallback.
[WARN] No energy prefix found for EnergyIconsFormatter! Using colorless as a fallback.
[INFO] [BaseLib] Setting up SimpleModConfig BaseLib.Config.BaseLibConfig
[WARN] [BaseLib] No KALTSIT.mod_title found in localization table, using fallback title
[WARN] [BaseLib] No KALTSIT.mod_title found in localization table, using fallback title
[INFO] [BaseLib] Setting up SimpleModConfig Kaltsit.Scripts.KaltsitConfig
[WARN] Asset not cached: res://scenes/screens/settings_dropdown.tscn
[WARN] Asset not cached: res://scenes/ui/dropdown_item.tscn
[WARN] [BaseLib] No KALTSIT.mod_title found in localization table, using fallback title
[INFO] [BaseLib] Setting up SimpleModConfig BaseLib.Config.BaseLibConfig
[INFO] Limiting background FPS to 30
[INFO] Restored foreground FPS
[WARN] Asset not cached: res://scenes/screens/singleplayer_submenu.tscn
[INFO] Max ascension changed to 0
[KaltsitNecrobinder] CharacterSelectBg Prefix called entry=IRONCLAD activeSkinIndex=0
[INFO] Max ascension changed to 10
[INFO] [StartRunLobby (1)] CHARACTER.IRONCLAD ascension set to preferred: 10
[INFO] [TimeServer] Successfully queried time server. Response: 1777186321
[WARN] Asset not cached: res://scenes/ui/character_icons/ironclad_icon.tscn
[WARN] Asset not cached: res://images/packed/modifiers/hoarder.png
[WARN] Asset not cached: res://images/packed/modifiers/vintage.png
[WARN] Asset not cached: res://images/packed/modifiers/night_terrors.png
[WARN] Asset not cached: res://zsproject/scenes/zs_reaper_icon.tscn
[INFO] [StartRunLobby (1)] CHARACTER.ZSPROJECT-Z_S_REAPER ascension set to preferred: 1
[INFO] Daily initialized with seed: 26_04_2026_1P time: 04/26/2026 06:52:01 +00:00
[INFO] Quit button pressed
[INFO] Quit confirmed
[INFO] [BaseLib] NGame.Quit(): saving all ModConfigs
[INFO] NGame.Quit called
[INFO] Wrote 3088 bytes to path=user://steam/76561199806796550/settings.save save_dir=user://steam/76561199806796550
[INFO] Wrote 3088 bytes to settings.save in steam remote store
[INFO] Wrote 296 bytes to path=user://steam/76561199806796550/profile1\saves\prefs.save save_dir=user://steam/76561199806796550
[INFO] Wrote 296 bytes to profile1/saves/prefs.save in steam remote store
[INFO] Wrote 236476 bytes to path=user://steam/76561199806796550/profile1\saves\progress.save save_dir=user://steam/76561199806796550
[INFO] Wrote 236476 bytes to profile1/saves/progress.save in steam remote store
[INFO] Wrote 52 bytes to path=user://steam/76561199806796550/profile.save save_dir=user://steam/76561199806796550
[INFO] Wrote 52 bytes to profile.save in steam remote store
[INFO] Steamworks: shutting down...
[INFO] Steamworks shutdown succeeded!
FMOD Sound System: System released
WARNING: 1967 RIDs of type "CanvasItem" were leaked.
at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2678)
ERROR: 1 RID allocations of type 'N26RendererEnvironmentStorage11EnvironmentE' were leaked at exit.
ERROR: 5 shaders of type CanvasShaderRD were never freed
at: ~ShaderRD (servers/rendering/renderer_rd/shader_rd.cpp:1044)
ERROR: 50 RID allocations of type 'N10RendererRD16ParticlesStorage9ParticlesE' were leaked at exit.
ERROR: 1 shaders of type ParticlesShaderRD were never freed
at: ~ShaderRD (servers/rendering/renderer_rd/shader_rd.cpp:1044)
ERROR: 50 RID allocations of type 'N10RendererRD11MeshStorage4MeshE' were leaked at exit.
ERROR: 112 RID allocations of type 'N10RendererRD15MaterialStorage8MaterialE' were leaked at exit.
ERROR: 6 RID allocations of type 'N10RendererRD15MaterialStorage6ShaderE' were leaked at exit.
ERROR: 311 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit.
WARNING: 219 RIDs of type "UniformBuffer" were leaked.
at: _free_rids (servers/rendering/rendering_device.cpp:6981)
WARNING: 615 RIDs of type "Texture" were leaked.
at: finalize (servers/rendering/rendering_device.cpp:7191)
ERROR: 895 RID allocations of type 'PN18TextServerAdvanced22ShapedTextDataAdvancedE' were leaked at exit.
ERROR: 10 RID allocations of type 'PN18TextServerAdvanced12FontAdvancedE' were leaked at exit.
ERROR: 1 RID allocations of type 'PN18TextServerAdvanced27FontAdvancedLinkedVariationE' were leaked at exit.
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: cleanup (core/object/object.cpp:2514)
ERROR: 321 resources still in use at exit (run with --verbose for details).
at: clear (core/io/resource.cpp:795)
如下是相关控制台报错
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[1] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[2] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[3] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[4] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[6] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[7] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[8] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[9] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[10] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[11] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[12] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[13] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[14] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[15] void System.Threading.Tasks.Task.RunContinuations(object)
[16] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[17] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[18] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[19] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[1] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[2] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[3] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[4] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[6] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[7] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[8] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[9] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[10] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[11] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[12] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[13] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[14] void System.Threading.Tasks.Task.RunContinuations(object)
[15] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[16] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[17] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[18] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[1] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[2] void CardArtEditorBootstrap.Bootstrap.DumpNodeTree(Godot.Node, int)
[3] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[4] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[6] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[7] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[8] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[9] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[10] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[11] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[12] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[13] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[14] void System.Threading.Tasks.Task.RunContinuations(object)
[15] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[16] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[17] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[18] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[1] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[2] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[3] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[4] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[6] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[7] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[8] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[9] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[10] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[11] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[12] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[13] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[14] void System.Threading.Tasks.Task.RunContinuations(object)
[15] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[16] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[17] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[18] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[1] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[2] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[3] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[4] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[6] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[7] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[8] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[9] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[10] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[11] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[12] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[13] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[14] void System.Threading.Tasks.Task.RunContinuations(object)
[15] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[16] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[17] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[18] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[1] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[2] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[3] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[4] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[6] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[7] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[8] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[9] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[10] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[11] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[12] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[13] void System.Threading.Tasks.Task.RunContinuations(object)
[14] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[15] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[16] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[17] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
ERROR: Cannot get path of node as it is not in a scene tree.
at: get_path (scene/main/node.cpp:2374)
C# backtrace (most recent call first):
[0] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[1] void CardArtEditorBootstrap.Bootstrap.HideInfectionEffectNodes(Godot.Node)
[2] void CardArtEditorBootstrap.Bootstrap.TrySuppressSpecialCardEffects(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[3] void CardArtEditorBootstrap.Bootstrap.RefreshCardOverrides(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[4] void .MegaCrit.Sts2.Core.Nodes.Cards.NCard.Reload_Patch2(MegaCrit.Sts2.Core.Nodes.Cards.NCard)
[5] void MegaCrit.Sts2.Core.Nodes.Cards.NCard.set_Model(MegaCrit.Sts2.Core.Models.CardModel)
[6] MegaCrit.Sts2.Core.Nodes.Cards.NCard MegaCrit.Sts2.Core.Nodes.Cards.NCard.Create(MegaCrit.Sts2.Core.Models.CardModel, MegaCrit.Sts2.Core.Entities.UI.ModelVisibility)
[7] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid.InitGrid()
[8] void MegaCrit.Sts2.Core.Nodes.Screens.CardLibrary.NCardLibraryGrid.InitGrid()
[9] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__81.MoveNext()
[10] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[11] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[12] void System.Threading.Tasks.AwaitTaskContinuation.RunCallback(System.Threading.ContextCallback, object, System.Threading.Tasks.Task&)
[13] void System.Threading.Tasks.Task.RunContinuations(object)
[14] void MegaCrit.Sts2.Core.Nodes.Cards.NCardGrid+d__79.MoveNext()
[15] void System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, object)
[16] void System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1+AsyncStateMachineBox1.MoveNext(System.Threading.Thread)[17] void Godot.SignalAwaiter.SignalCallback(nint, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*)
[WARN] No energy prefix found for EnergyIconsFormatter! Using colorless as a fallback.
[WARN] No energy prefix found for EnergyIconsFormatter! Using colorless as a fallback.
[INFO] [BaseLib] Setting up SimpleModConfig BaseLib.Config.BaseLibConfig
[WARN] [BaseLib] No KALTSIT.mod_title found in localization table, using fallback title
[WARN] [BaseLib] No KALTSIT.mod_title found in localization table, using fallback title
[INFO] [BaseLib] Setting up SimpleModConfig Kaltsit.Scripts.KaltsitConfig
[WARN] Asset not cached: res://scenes/screens/settings_dropdown.tscn
[WARN] Asset not cached: res://scenes/ui/dropdown_item.tscn
[WARN] [BaseLib] No KALTSIT.mod_title found in localization table, using fallback title
[INFO] [BaseLib] Setting up SimpleModConfig BaseLib.Config.BaseLibConfig
[INFO] Limiting background FPS to 30
[INFO] Restored foreground FPS
[WARN] Asset not cached: res://scenes/screens/singleplayer_submenu.tscn
[INFO] Max ascension changed to 0
[KaltsitNecrobinder] CharacterSelectBg Prefix called entry=IRONCLAD activeSkinIndex=0
[INFO] Max ascension changed to 10
[INFO] [StartRunLobby (1)] CHARACTER.IRONCLAD ascension set to preferred: 10
[INFO] [TimeServer] Successfully queried time server. Response: 1777186321
[WARN] Asset not cached: res://scenes/ui/character_icons/ironclad_icon.tscn
[WARN] Asset not cached: res://images/packed/modifiers/hoarder.png
[WARN] Asset not cached: res://images/packed/modifiers/vintage.png
[WARN] Asset not cached: res://images/packed/modifiers/night_terrors.png
[WARN] Asset not cached: res://zsproject/scenes/zs_reaper_icon.tscn
[INFO] [StartRunLobby (1)] CHARACTER.ZSPROJECT-Z_S_REAPER ascension set to preferred: 1
[INFO] Daily initialized with seed: 26_04_2026_1P time: 04/26/2026 06:52:01 +00:00
[INFO] Quit button pressed
[INFO] Quit confirmed
[INFO] [BaseLib] NGame.Quit(): saving all ModConfigs
[INFO] NGame.Quit called
[INFO] Wrote 3088 bytes to path=user://steam/76561199806796550/settings.save save_dir=user://steam/76561199806796550
[INFO] Wrote 3088 bytes to settings.save in steam remote store
[INFO] Wrote 296 bytes to path=user://steam/76561199806796550/profile1\saves\prefs.save save_dir=user://steam/76561199806796550
[INFO] Wrote 296 bytes to profile1/saves/prefs.save in steam remote store
[INFO] Wrote 236476 bytes to path=user://steam/76561199806796550/profile1\saves\progress.save save_dir=user://steam/76561199806796550
[INFO] Wrote 236476 bytes to profile1/saves/progress.save in steam remote store
[INFO] Wrote 52 bytes to path=user://steam/76561199806796550/profile.save save_dir=user://steam/76561199806796550
[INFO] Wrote 52 bytes to profile.save in steam remote store
[INFO] Steamworks: shutting down...
[INFO] Steamworks shutdown succeeded!
FMOD Sound System: System released
WARNING: 1967 RIDs of type "CanvasItem" were leaked.
at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2678)
ERROR: 1 RID allocations of type 'N26RendererEnvironmentStorage11EnvironmentE' were leaked at exit.
ERROR: 5 shaders of type CanvasShaderRD were never freed
at: ~ShaderRD (servers/rendering/renderer_rd/shader_rd.cpp:1044)
ERROR: 50 RID allocations of type 'N10RendererRD16ParticlesStorage9ParticlesE' were leaked at exit.
ERROR: 1 shaders of type ParticlesShaderRD were never freed
at: ~ShaderRD (servers/rendering/renderer_rd/shader_rd.cpp:1044)
ERROR: 50 RID allocations of type 'N10RendererRD11MeshStorage4MeshE' were leaked at exit.
ERROR: 112 RID allocations of type 'N10RendererRD15MaterialStorage8MaterialE' were leaked at exit.
ERROR: 6 RID allocations of type 'N10RendererRD15MaterialStorage6ShaderE' were leaked at exit.
ERROR: 311 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit.
WARNING: 219 RIDs of type "UniformBuffer" were leaked.
at: _free_rids (servers/rendering/rendering_device.cpp:6981)
WARNING: 615 RIDs of type "Texture" were leaked.
at: finalize (servers/rendering/rendering_device.cpp:7191)
ERROR: 895 RID allocations of type 'PN18TextServerAdvanced22ShapedTextDataAdvancedE' were leaked at exit.
ERROR: 10 RID allocations of type 'PN18TextServerAdvanced12FontAdvancedE' were leaked at exit.
ERROR: 1 RID allocations of type 'PN18TextServerAdvanced27FontAdvancedLinkedVariationE' were leaked at exit.
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: cleanup (core/object/object.cpp:2514)
ERROR: 321 resources still in use at exit (run with --verbose for details).
at: clear (core/io/resource.cpp:795)