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# Objective Fixes #14540 ## Solution - Clean slab layouts from stale `SlabId`s when freeing meshes - Technically performance requirements of freeing now increase based on the number of existing meshes, but maybe it doesn't matter too much in practice - This was the case before this PR too, but it's technically possible to free and allocate 2^32 times and overflow with `SlabId`s and cause incorrect behavior. It looks like new meshes would then override old ones. ## Testing - Tested in `loading_screen` example and tapping keyboard 1 and 2. |
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