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Physics Interpolation positions are incorrect when renderer set to MultiThreaded #59736

@lawnjelly

Description

@lawnjelly

Godot version

3.5 beta 2, beta 3

System information

All

Issue description

Exhibits as the objects and Camera being rendered in incorrect positions.

Will add more info when I know more, but for now, recommend using the default safe single threaded renderer mode. This may be some assumption I've made about the order of operations and the interpolated lists are not getting flushed correctly / in order.

Steps to reproduce

Try 3D Platformer demo, set to low physics tick rate, turn physics interpolation on, switch to multithreaded renderer.

Minimal reproduction project

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