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Reworked how servers preallocate RIDs, should fix #10970
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@@ -154,14 +154,34 @@ void VisualServerWrapMT::finish() {
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Thread::wait_to_finish(thread);
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memdelete(thread);
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texture_free_cached_ids();
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//mesh_free_cached_ids();
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thread = NULL;
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} else {
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visual_server->finish();
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}
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texture_free_cached_ids();
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shader_free_cached_ids();
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material_free_cached_ids();
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mesh_free_cached_ids();
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multimesh_free_cached_ids();
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immediate_free_cached_ids();
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skeleton_free_cached_ids();
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directional_light_free_cached_ids();
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omni_light_free_cached_ids();
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spot_light_free_cached_ids();
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reflection_probe_free_cached_ids();
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gi_probe_free_cached_ids();
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particles_free_cached_ids();
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camera_free_cached_ids();
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viewport_free_cached_ids();
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environment_free_cached_ids();
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scenario_free_cached_ids();
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instance_free_cached_ids();
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canvas_free_cached_ids();
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canvas_item_free_cached_ids();
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canvas_light_occluder_free_cached_ids();
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canvas_occluder_polygon_free_cached_ids();
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if (draw_mutex)
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memdelete(draw_mutex);
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}
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