Now in Godot I noticed, that only a fraction of all allocated objects are released. The Debugger/Monitor initially says 1000 objects. When I enter a certain scene it goes up by another 1k. Upon leave it should go down by 1k, but instead only removes like 200. I can repeat this step endlessly and make my game eat memory like crazy.
All my objects are References. I have no clue how I go and find out which references are being kept alive in memory. Though, that would help me enormously.
I'm also sure that I set all refs to null, before leaving the scene. So... how can I find out what keeps living in memory?
Thanks in advance.