Nothing in the engine is threadsafe. The multithreaded renderer works because the render-backend does not use any memory allocations, file operations etc. (though there are a few printfs in the backend code) and the frontend always waits until the backend has finished for any GL operations.
This avoids any locking problems (as there are no locks), but means that the smp engine has to swap the GL context twice in every frame and each thread has to be careful to not make any GL calls while the GL context is bound to another thread.
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