5.2f3 : weird crash/error logs when changing scenes from a specific scene

I have a scene (lets call it “c1”) in my project, which when loaded, has no problems, and runs fine insdie/outside the editor.

however when
a- i click “file/new scene” the editor crashes, and bombs out to the error reporting screen
b- i load another scene from the project view: the new scene gets loaded, and i get a bunch of “Failed to issue albedo update.” messages. after that i can “new scene” all i want, until i load the “c1” scene again.

here’s a copy of the stack trace from the end of the crash log
editor.log stacktrace

0x00000001400D584F (Unity) LightProbes::GetPendingCoefficientsOffset
0x00000001413BB430 (Unity) EnlightenRuntimeManager::AllocateAndEnqueProbeSet
0x00000001413BEF3C (Unity) EnlightenRuntimeManager::IssueProbeSetUpdates
0x00000001413BF533 (Unity) EnlightenRuntimeManager::RepairProbeSetState
0x00000001413BF8CF (Unity) EnlightenRuntimeManager::UpdateFromDataManager
0x00000001413BFE8B (Unity) EnlightenRuntimeManager::Prepare
0x00000001413BFF76 (Unity) EnlightenRuntimeManager::Update
0x00000001408AF6DC (Unity) gi::PostUpdate
0x00000001408AC9B2 (Unity) GISceneManager::Update
0x00000001408ACD07 (Unity) std::_Sort<std::pair<int,Hash128> * __ptr64,__int64,vector_map<int,Hash128,std::less<int>,stl_allocator<std::pair<int,Hash128>,72,16> >::value_compare>
0x000000014014C542 (Unity) CallbackArray::Invoke
0x0000000140C77091 (Unity) Application::TickTimer
0x0000000140E35FA4 (Unity) RelaunchUnity
0x0000000140E3759B (Unity) WinMain
0x000000014152EC80 (Unity) strerror_s
0x0000000076FB5A4D (kernel32) BaseThreadInitThunk
0x00000000770EB831 (ntdll) RtlUserThreadStart

i hope someone has an idea as to what could be the culprit,
or what i might be doing wrong, and where should i look for solutions.

the project is rather large, and i cannot seem to isolate and reproduce the problem on it’s own, but if need be, i could try to submit the whole thing using the crash reporter.

Hi! Do you have the frame debugger open? Can you please attach the entire editor.log?

no, frame debugger was not open, just some standard windows, and a custom editor window for the project.

i’ve attached the editor.log as a zip:

2289199–153933–Editor-prev.zip (17.7 KB)