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I'm guessing that we should add another NULL check at line 2696 _draw_locks_and_groups(editor->get_edited_scene(), transform); to prevent the error spamming thing. Can you try this:
if (editor->get_edited_scene()) {
_draw_locks_and_groups(editor->get_edited_scene(), transform);
}
Master branch.
Godot sprays errors on the CanvasItemEditor, when updating:
Probably here since #11446.
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