objectDestroy does not call into the engine to free objects?
Please ignore this issue for now.  Not sure what I was doing wrong, but now my breakpoint for godot_object_destroy is being triggered. I'm continuing to research my issue.
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I'm not sure if this is an issue with the nim bindings or gdnative.  But it doesn't seem like https://github.com/pragmagic/godot-nim/blob/d3e5f91b403cb1cabc3d2f298b2c6ffc994493e4/godot/godotinternal.nim#L69 objectDestroy calls into the engine.  

I have my app running via the Visual Studio debugger with a breakpoint here:https://github.com/godotengine/godot/blob/master/modules/gdnative/gdnative/gdnative.cpp#L46-L48

Then in nim I load a Curve resource in ready():
`  discard resource_loader.load("res://curve.tres")`
When ready() finishes, I can see unreference being called through to the engine while debugging in VS, but when deinit is called the breakpoint in godot_object_destroy is not triggered. 

Any idea what's going on when objectDestroy is called? It has to be pointing somewhere, but I'm not sure where.  