Hello, we are creating a game using a procedural landscape, we create, load and save chunks based on the player position.
As those operations have a high cost we created threads (using Tasks in C#) to do so.
The game seems to work properly on my friend's computer (a powerful one running Windows10) but on mine (old one running linux) I often have a crash with this log:
ERROR: disconnect: Disconnecting nonexistent signal 'changed', slot: 13318:texture_changed.
At: core/object.cpp:1573.
I need to precise our threads are just doing the following operations:
Create a chunk: add about 300 nodes for points as children, but also create an image texture and use a loaded shader
Load a chunk from drive: same as before, just loading some structures to place at specific points
* Delete a chunk and save it: we are using call defered on queue_free for the node having all the points and textures as children
We tried to figure it out using different debug methods, here are some monitors info from godot.
Apparently there is an issue with orphan nodes and the number of objects growing exponentially (in this simulation we went faster and faster), could it be linked with my computer's crash as after rebooting the game seems to work fine for the first launches ?

Can someone help us to understand were is this problem coming from ?
Thank you very much.