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Avoid sync issues in materials with scheduled shader updates
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@@ -915,7 +915,7 @@ void ParticleProcessMaterial::flush_changes() {
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void ParticleProcessMaterial::_queue_shader_change() {
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MutexLock lock(material_mutex);
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if (is_initialized && !element.in_list()) {
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if (_is_initialized() && !element.in_list()) {
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dirty_materials->add(&element);
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}
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}
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@@ -1889,8 +1889,7 @@ ParticleProcessMaterial::ParticleProcessMaterial() :
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current_key.invalid_key = 1;
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is_initialized = true;
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_queue_shader_change();
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_mark_initialized(callable_mp(this, &ParticleProcessMaterial::_queue_shader_change));
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}
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ParticleProcessMaterial::~ParticleProcessMaterial() {
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