Something else, probably unrelated to your issue but still:
I once had strange crashes in my game, don't know remember what kind though. However, after weeks of debugging I found the reason:
I was creating custom FONTs dynamically (using Windows functions to add fonts at runtime).
Old (mostly) text objects still had the old now invalid font pointer:

FONT* myFont = "Arial#20b";
TEXT* myText { font = myFont; }
ptr_remove(myFont);
-> myText.font now has an invalid font pointer

Just in case you're doing anything like that... you will have to update those pointers as well.


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