Segmentation fault after exporting .pck with non-server binary
Created by: shintiger
Godot version: 3.1.2-stable (custom build with module spine)
OS/device including version: macOS
Issue description:
output: savepack: begin: Packing steps: 102 .... savepack: end Segmentation fault: 11
I got the .pck at the end, but when put it next to binary(platform=server) got the error: Error: Could not load game data at path '.'. Is the .pck file missing?
Steps to reproduce: godot --path <path_to_project> --export "Linux/X11" data.pck
Minimal reproduction project: export_presets:
[preset.4]
name="Linux/X11" platform="Linux/X11" runnable=false custom_features="" export_filter="all_resources" include_filter="" exclude_filter="" export_path="" patch_list=PoolStringArray( ) script_export_mode=1 script_encryption_key=""
[preset.4.options]
texture_format/bptc=false texture_format/s3tc=true texture_format/etc=false texture_format/etc2=false texture_format/no_bptc_fallbacks=true binary_format/64_bits=true custom_template/release="" custom_template/debug=""