"entities are created ... without a collision model"

8.05 When set to 0 after level loading, all subsequent entities are created with PASSABLE flag and without a collision model. They are created faster and consume less memory this way, but can't be used as colliders or obstacles. When setting collision_mode to nonzero and resetting PASSABLE, the entity's collision model is created afterwards in the next frame cycle. The entities can then perform normal collision detection.


Maybe some nullpointer while merging since the collision model is not created.


Can you try it with ent_morph too.
Maybe it causes the same crash.