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Merge pull request #93871 from KoBeWi/🚽🚽
Flush delete queue after process frame timers
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@@ -536,11 +536,11 @@ bool SceneTree::physics_process(double p_time) {
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MessageQueue::get_singleton()->flush(); //small little hack
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process_timers(p_time, true); //go through timers
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process_tweens(p_time, true);
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flush_transform_notifications();
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// This should happen last because any processing that deletes something beforehand might expect the object to be removed in the same frame.
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_flush_delete_queue();
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_call_idle_callbacks();
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@@ -581,17 +581,17 @@ bool SceneTree::process(double p_time) {
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MessageQueue::get_singleton()->flush(); //small little hack
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flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
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_flush_delete_queue();
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if (unlikely(pending_new_scene)) {
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_flush_scene_change();
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}
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process_timers(p_time, false); //go through timers
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process_tweens(p_time, false);
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flush_transform_notifications(); //additional transforms after timers update
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flush_transform_notifications(); // Additional transforms after timers update.
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// This should happen last because any processing that deletes something beforehand might expect the object to be removed in the same frame.
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_flush_delete_queue();
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_call_idle_callbacks();
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