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Moved the create_meshers call from BUILD_PHASE_SETUP to _build. This causes it to run on the main thread. This is the first time I got a crash related to this, also the engine docs suggests that only scenetree manipulation is unsafe from threads, so this might have been caused by something else.
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@ -1158,10 +1158,6 @@ void VoxelChunkDefault::_build_phase(int phase) {
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case BUILD_PHASE_DONE:
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return;
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case BUILD_PHASE_SETUP: {
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if (_meshers.size() == 0) {
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create_meshers();
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}
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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@ -1768,6 +1764,10 @@ void VoxelChunkDefault::_create_meshers() {
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void VoxelChunkDefault::_build(bool immediate) {
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if (_current_build_phase == BUILD_PHASE_DONE) {
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if (_meshers.size() == 0) {
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create_meshers();
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}
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_queued_generation = false;
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_build_prioritized = true;
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