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Reworked how servers preallocate RIDs, should fix #10970

This commit is contained in:
Juan Linietsky
2017-11-09 23:34:01 -03:00
parent 0de6cba7e7
commit 192a4d7de5
27 changed files with 196 additions and 99 deletions

View File

@@ -154,14 +154,34 @@ void VisualServerWrapMT::finish() {
Thread::wait_to_finish(thread);
memdelete(thread);
texture_free_cached_ids();
//mesh_free_cached_ids();
thread = NULL;
} else {
visual_server->finish();
}
texture_free_cached_ids();
shader_free_cached_ids();
material_free_cached_ids();
mesh_free_cached_ids();
multimesh_free_cached_ids();
immediate_free_cached_ids();
skeleton_free_cached_ids();
directional_light_free_cached_ids();
omni_light_free_cached_ids();
spot_light_free_cached_ids();
reflection_probe_free_cached_ids();
gi_probe_free_cached_ids();
particles_free_cached_ids();
camera_free_cached_ids();
viewport_free_cached_ids();
environment_free_cached_ids();
scenario_free_cached_ids();
instance_free_cached_ids();
canvas_free_cached_ids();
canvas_item_free_cached_ids();
canvas_light_occluder_free_cached_ids();
canvas_occluder_polygon_free_cached_ids();
if (draw_mutex)
memdelete(draw_mutex);
}