Fix for threaded NavigationMesh baking under new thread guards
Fixes threaded NavigationMesh baking under new SceneTree thread guards that blocked the process.
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@ -133,6 +133,8 @@ public:
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void obstacle_set_position(RID p_obstacle, Vector3 p_position) override {}
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void obstacle_set_vertices(RID p_obstacle, const Vector<Vector3> &p_vertices) override {}
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void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) override {}
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void parse_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData3D> p_source_geometry_data, Node *p_root_node, const Callable &p_callback = Callable()) override {}
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void bake_from_source_geometry_data(Ref<NavigationMesh> p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData3D> &p_source_geometry_data, const Callable &p_callback = Callable()) override {}
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void free(RID p_object) override {}
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void set_active(bool p_active) override {}
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void process(real_t delta_time) override {}
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