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stage: Destroy all children when we dispose
Destroying an actor is supposed to destroy all of its children, so it makes sense to reason that destroying the stage should destroy all of its children, too. Unfortunately, it seems that the stage removed all of its children without destroying them before chaining up to what would destroy all of its children, for whatever reason. Change this to a destroy so resources get cleaned up.
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@ -1899,7 +1899,7 @@ clutter_stage_dispose (GObject *object)
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priv->impl = NULL;
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priv->impl = NULL;
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}
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}
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clutter_actor_remove_all_children (CLUTTER_ACTOR (object));
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clutter_actor_destroy_all_children (CLUTTER_ACTOR (object));
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g_list_free_full (priv->pending_queue_redraws,
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g_list_free_full (priv->pending_queue_redraws,
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(GDestroyNotify) free_queue_redraw_entry);
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(GDestroyNotify) free_queue_redraw_entry);
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