Restired multithread support in OSX and Windows, should stop the crashes.
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@ -37,15 +37,15 @@
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#include "drivers/windows/rw_lock_windows.h"
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#include "drivers/windows/semaphore_windows.h"
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#include "drivers/windows/thread_windows.h"
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#include "servers/audio_server.h"
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#include "servers/visual/visual_server_raster.h"
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//#include "servers/visual/visual_server_wrap_mt.h"
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#include "global_config.h"
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#include "io/marshalls.h"
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#include "joypad.h"
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#include "lang_table.h"
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#include "main/main.h"
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#include "packet_peer_udp_winsock.h"
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#include "servers/audio_server.h"
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#include "servers/visual/visual_server_raster.h"
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#include "servers/visual/visual_server_wrap_mt.h"
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#include "stream_peer_winsock.h"
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#include "tcp_server_winsock.h"
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@ -1029,12 +1029,10 @@ void OS_Windows::initialize(const VideoMode &p_desired, int p_video_driver, int
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#endif
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visual_server = memnew(VisualServerRaster);
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// FIXME: Reimplement threaded rendering? Or remove?
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/*
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if (get_render_thread_mode()!=RENDER_THREAD_UNSAFE) {
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visual_server =memnew(VisualServerWrapMT(visual_server,get_render_thread_mode()==RENDER_SEPARATE_THREAD));
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if (get_render_thread_mode() != RENDER_THREAD_UNSAFE) {
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visual_server = memnew(VisualServerWrapMT(visual_server, get_render_thread_mode() == RENDER_SEPARATE_THREAD));
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}
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*/
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physics_server = memnew(PhysicsServerSW);
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physics_server->init();
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