So I noticed it was using some variable from 3DS Max..... No idea why, so I uninstalled 3DS Max and now it's breaking elsewhere, probably because it's now missing that variable.
Sounds like you need to spend some time figuring out what your program is doing...
If you are using variables you don't know where came from and uninstalling some third party program makes a difference, then you
really have some issues you need to sort out.
I can't even imagine how one would get oneself into such a situation - honestly.
Also, I'm not sure how to trace the call stack. If I'm correct, it shows the call stack in the bottom right, and none of it is anything I've written.
I see something resembling a stack trace in the bottom right corner of your screenshot; yeah. But, I don't use Visual Studio, so I don't know if what I'm seeing is the actual stack trace or just some "doctored by the IDE to simplify things" version. Someone who knows VS can perhaps answer that.
Personally I'd just use gdb and either step through the program line by line (probably after setting a breakpoint near the interresting bits) and then type "thread apply all bt" to get a full backtrace for all threads.
In any case; If the debugger doesn't seem helpful, then I have these questions for you:
1) Are you using a version of SFML that was built with the
exact same compiler that you used to build your application? If not, then that's most likely the cause of your problem - and building SFML from source with your own compiler is not exactely hard.. So go do that now!
2) Are you perhaps building a release version (with optimizations enabled) of your application but linking to the debug version of SFML (or the other way around)?
More information is needed on the SFML version you use, how you obtained it (binary or source), how you built it, how you link to it, what OS you are on, etc etc...