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Merge pull request #93871 from KoBeWi/🚽🚽

Flush delete queue after process frame timers
This commit is contained in:
Rémi Verschelde
2025-01-11 22:29:23 +01:00

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@@ -536,11 +536,11 @@ bool SceneTree::physics_process(double p_time) {
MessageQueue::get_singleton()->flush(); //small little hack
process_timers(p_time, true); //go through timers
process_tweens(p_time, true);
flush_transform_notifications();
// This should happen last because any processing that deletes something beforehand might expect the object to be removed in the same frame.
_flush_delete_queue();
_call_idle_callbacks();
@@ -581,17 +581,17 @@ bool SceneTree::process(double p_time) {
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
_flush_delete_queue();
if (unlikely(pending_new_scene)) {
_flush_scene_change();
}
process_timers(p_time, false); //go through timers
process_tweens(p_time, false);
flush_transform_notifications(); //additional transforms after timers update
flush_transform_notifications(); // Additional transforms after timers update.
// This should happen last because any processing that deletes something beforehand might expect the object to be removed in the same frame.
_flush_delete_queue();
_call_idle_callbacks();