Fixed: Heap corruption during a fatal error shutdown
When a fatal error occurs and the engine is shutdown, the conversion LUTs which translate Texture uniqueIds to TextureIds may already be in 'dirty' state and may not be large enough to index all elements.
Therefore we should not attempt to unlink from these LUTs when dirty.
Fixed: Heap corruption during a fatal error shutdown
When a fatal error occurs and the engine is shutdown, the conversion
LUTs which translate Texture uniqueIds to TextureIds may already be in
'dirty' state and may not be large enough to index all elements.
Therefore we should not attempt to unlink from these LUTs when dirty.