Refactor ThreadLocal when running on hardware with more cores than PLATFORM_THREADS_LIMIT
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@@ -63,7 +63,7 @@ SceneObjectsFactory::Context::~Context()
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{
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if (Async)
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{
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Array<ISerializeModifier*, FixedAllocation<PLATFORM_THREADS_LIMIT>> modifiers;
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Array<ISerializeModifier*, InlinedAllocation<PLATFORM_THREADS_LIMIT>> modifiers;
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Modifiers.GetValues(modifiers);
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for (ISerializeModifier* e : modifiers)
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{
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