when destroying a SceneAsset, if the object is an instance, call destroyInstance on the owner of instance rather than deleting the object directly
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@@ -112,7 +112,11 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void SceneAsset_destroy(TSceneAsset *tSceneAsset) {
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auto *asset = reinterpret_cast<SceneAsset*>(tSceneAsset);
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delete asset;
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if(asset->isInstance()) {
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asset->getInstanceOwner()->destroyInstance(asset);
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} else {
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delete asset;
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}
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}
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EMSCRIPTEN_KEEPALIVE void SceneAsset_addToScene(TSceneAsset *tSceneAsset, TScene *tScene) {
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