Optimize async scene loading to run in separate stages with time-slicing
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@@ -3,7 +3,7 @@
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#include "Cache.h"
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#include "FlaxEngine.Gen.h"
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CollectionPoolCache<ISerializeModifier, Cache::ISerializeModifierClearCallback> Cache::ISerializeModifier;
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Cache::ISerializeModifierCache Cache::ISerializeModifier;
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void Cache::ISerializeModifierClearCallback(::ISerializeModifier* obj)
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{
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@@ -15,11 +15,12 @@ public:
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static void ISerializeModifierClearCallback(ISerializeModifier* obj);
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public:
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typedef CollectionPoolCache<ISerializeModifier, ISerializeModifierClearCallback> ISerializeModifierCache;
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/// <summary>
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/// Gets the ISerializeModifier lookup cache. Safe allocation, per thread, uses caching.
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/// </summary>
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static CollectionPoolCache<ISerializeModifier, ISerializeModifierClearCallback> ISerializeModifier;
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static ISerializeModifierCache ISerializeModifier;
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public:
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