|
@@ -492,11 +492,11 @@ bool SceneTree::physics_process(double p_time) {
|
|
|
MessageQueue::get_singleton()->flush(); //small little hack
|
|
|
|
|
|
process_timers(p_time, true); //go through timers
|
|
|
-
|
|
|
process_tweens(p_time, true);
|
|
|
|
|
|
flush_transform_notifications();
|
|
|
|
|
|
+ // This should happen last because any processing that deletes something beforehand might expect the object to be removed in the same frame.
|
|
|
_flush_delete_queue();
|
|
|
_call_idle_callbacks();
|
|
|
|
|
@@ -529,17 +529,17 @@ bool SceneTree::process(double p_time) {
|
|
|
MessageQueue::get_singleton()->flush(); //small little hack
|
|
|
flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
|
|
|
|
|
|
- _flush_delete_queue();
|
|
|
-
|
|
|
if (unlikely(pending_new_scene)) {
|
|
|
_flush_scene_change();
|
|
|
}
|
|
|
|
|
|
process_timers(p_time, false); //go through timers
|
|
|
-
|
|
|
process_tweens(p_time, false);
|
|
|
|
|
|
- flush_transform_notifications(); //additional transforms after timers update
|
|
|
+ flush_transform_notifications(); // Additional transforms after timers update.
|
|
|
+
|
|
|
+ // This should happen last because any processing that deletes something beforehand might expect the object to be removed in the same frame.
|
|
|
+ _flush_delete_queue();
|
|
|
|
|
|
_call_idle_callbacks();
|
|
|
|