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Clicking play mid re-compile with Physics objects crashes the editor #320

Description

@PaperPrototype

I edited some code, went back to the editor and clicked play. I think Jitter managed to start but then the editor tried to restart and then the editor seems to have crashed.

   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.OverlapCheckAdd(Int32, Int32)
   at Jitter2.Collision.DynamicTree.AddProxy[[System.__Canon, System.Private.CoreLib, Version=10.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.__Canon, Boolean)
   at Jitter2.Dynamics.RigidBody.AttachToShape(Jitter2.Collision.Shapes.RigidBodyShape)
   at Jitter2.Dynamics.RigidBody.AddShape(Jitter2.Collision.Shapes.RigidBodyShape, Jitter2.Dynamics.MassInertiaUpdateMode)
   at Prowl.Runtime.Collider.RegisterShapes()
   at Prowl.Runtime.Collider.AttachToStatic()
   at Prowl.Runtime.Collider.OnEnable()
   at Prowl.Runtime.MeshCollider.OnEnable()
   at Prowl.Runtime.MonoBehaviour.InternalOnEnable()
   at Prowl.Runtime.GameObject.NotifyComponentAddedToScene(Prowl.Runtime.MonoBehaviour)
   at Prowl.Runtime.GameObject.AddComponent(System.Type)
   at Voxels.World+<Update>d__10.MoveNext()
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
   at System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1+AsyncStateMachineBox`1[[System.Threading.Tasks.VoidTaskResult, System.Private.CoreLib, Version=10.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[Voxels.World+<Update>d__10, VoxelPlanets.Game, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].MoveNext()
   at System.Threading.Tasks.AwaitTaskContinuation.RunOrScheduleAction(System.Runtime.CompilerServices.IAsyncStateMachineBox, Boolean)
   at System.Threading.Tasks.Task.RunContinuations(System.Object)
   at Voxels.World+<LoadChunk>d__13.MoveNext()
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
   at System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1+AsyncStateMachineBox`1[[System.Threading.Tasks.VoidTaskResult, System.Private.CoreLib, Version=10.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[Voxels.World+<LoadChunk>d__13, VoxelPlanets.Game, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].MoveNext()
   at System.Threading.Tasks.AwaitTaskContinuation.RunOrScheduleAction(System.Runtime.CompilerServices.IAsyncStateMachineBox, Boolean)
   at System.Threading.Tasks.Task.RunContinuations(System.Object)
   at Voxels.OptimizedChunk+<Generate>d__10.MoveNext()
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
   at System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1+AsyncStateMachineBox`1[[System.Threading.Tasks.VoidTaskResult, System.Private.CoreLib, Version=10.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[Voxels.OptimizedChunk+<Generate>d__10, VoxelPlanets.Game, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].MoveNext()
   at System.Threading.Tasks.AwaitTaskContinuation.RunOrScheduleAction(System.Runtime.CompilerServices.IAsyncStateMachineBox, Boolean)
   at System.Threading.Tasks.Task.RunContinuations(System.Object)
   at System.Threading.Tasks.Task.FinishSlow(Boolean)
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef, System.Threading.Thread)
   at System.Threading.ThreadPoolWorkQueue.Dispatch()
   at System.Threading.PortableThreadPool+WorkerThread.WorkerThreadStart()
   at System.Threading.Thread.StartCallback()

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