Quick answer: Store the Thread reference, signal it to stop, and call wait_to_finish in _exit_tree or _notification(NOTIFICATION_PREDELETE) before the node is freed.
Your node spawns a Thread in _ready but never joins it. On scene change you see errors like a thread still running at deletion, and resources leak. Threads must be explicitly joined. Here is how to clean up.
How to fix it
1. Keep the Thread reference
Store the Thread in a member variable so you can join it later. A locally scoped Thread that goes out of scope while running triggers the leak warning.
2. Signal then join
Tell the worker loop to stop (via a flag and/or a posted Semaphore), then call thread.wait_to_finish() so the thread fully exits before you free the node.
3. Join in the right callback
Do the join in _exit_tree or in _notification for NOTIFICATION_PREDELETE so it runs before the node and its Thread are destroyed.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.