Quick note: I am self taught, so my terms and explanation might be a bit wonky.
This issue only occurs once I start instancing over around 124 .tscn.
I haven't found any articles to suggest that instancing that many .tscn is a problem.
Running Godot 3.2.1 and now 3.2.2 on Fedora 32 (and Windows) getting a hard crash in the editor and a compiled standalone game:
Segmentation fault (core dumped)
via gdb on Fedora 32 I see this when it happens:
Variant::stringify(List&) const ()
I think its to do with the way I am using a Thread.
When I remove the Thread the game will not crash.
The Thread is used as I iterate over the quite alot of things that needs to happen outside of the _process loop.
Some of the variables used within the Thread are defined but not altered outside of the Thread. (I would call these globals)
My question is, should I ensure that all variables used within the Thread are also defined ONLY within the Thread and passed function to function.
I have a feeling that even having the variable defined outside of the Thread it still can be shuffled around as needed through memory management which is causing the crash.