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=""