Instead of immediately performing actions (AddChild, etc) which seemed like it could cause Godot errors, this overhaul implements C# queues to hold messages and then processes them via loops in the main game loop.
There's probably more efficient/better ways to do this, but this is what we've got for now.
Instead of immediately performing actions (AddChild, etc) which seemed like it could cause Godot errors, this overhaul implements C# queues to hold messages and then processes them via loops in the main game loop.
There's probably more efficient/better ways to do this, but this is what we've got for now.