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For branches and objects implement a few frame delays before the actual delete calls is made after object destroy.
The object should be removed from all main game and scene vectors/lists/maps; however, a few frames will be needed for the actual delete call.
This of course can happen at the end of the frame delete was called on.
Objects are currently raw pointers and maybe later made into shared or smarter pointers. So pending any design changes..
The text was updated successfully, but these errors were encountered:
Spring 2024 goal.
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Spring 2024.
nhurde
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For branches and objects implement a few frame delays before the actual delete calls is made after object destroy.
The object should be removed from all main game and scene vectors/lists/maps; however, a few frames will be needed for the actual delete call.
This of course can happen at the end of the frame delete was called on.
Objects are currently raw pointers and maybe later made into shared or smarter pointers. So pending any design changes..
The text was updated successfully, but these errors were encountered: