Rename the physics server `run_on_thread` project settings
`run_on_separate_thread` is more explicit.
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2f57a11ed9
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@ -1235,8 +1235,8 @@ ProjectSettings::ProjectSettings() {
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// Keep the enum values in sync with the `DisplayServer::VSyncMode` enum.
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custom_prop_info["display/window/vsync/vsync_mode"] = PropertyInfo(Variant::INT, "display/window/vsync/vsync_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Adaptive,Mailbox");
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custom_prop_info["rendering/driver/threads/thread_model"] = PropertyInfo(Variant::INT, "rendering/driver/threads/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded");
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GLOBAL_DEF("physics/2d/run_on_thread", false);
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GLOBAL_DEF("physics/3d/run_on_thread", false);
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GLOBAL_DEF("physics/2d/run_on_separate_thread", false);
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GLOBAL_DEF("physics/3d/run_on_separate_thread", false);
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GLOBAL_DEF("debug/settings/profiler/max_functions", 16384);
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custom_prop_info["debug/settings/profiler/max_functions"] = PropertyInfo(Variant::INT, "debug/settings/profiler/max_functions", PROPERTY_HINT_RANGE, "128,65535,1");
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@ -1412,8 +1412,8 @@
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Sets which physics engine to use for 2D physics.
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"DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.
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</member>
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<member name="physics/2d/run_on_thread" type="bool" setter="" getter="" default="false">
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Sets whether 2D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.
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<member name="physics/2d/run_on_separate_thread" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the 2D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 2D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
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</member>
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<member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
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Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
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@ -1484,8 +1484,8 @@
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Sets which physics engine to use for 3D physics.
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"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative.
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</member>
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<member name="physics/3d/run_on_thread" type="bool" setter="" getter="" default="false">
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Sets whether 3D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.
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<member name="physics/3d/run_on_separate_thread" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the 3D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 3D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
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</member>
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<member name="physics/3d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
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Threshold angular velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
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@ -80,7 +80,7 @@
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ShaderTypes *shader_types = nullptr;
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PhysicsServer3D *_createGodotPhysics3DCallback() {
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bool using_threads = GLOBAL_GET("physics/3d/run_on_thread");
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bool using_threads = GLOBAL_GET("physics/3d/run_on_separate_thread");
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PhysicsServer3D *physics_server = memnew(GodotPhysicsServer3D(using_threads));
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@ -88,7 +88,7 @@ PhysicsServer3D *_createGodotPhysics3DCallback() {
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}
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PhysicsServer2D *_createGodotPhysics2DCallback() {
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bool using_threads = GLOBAL_GET("physics/2d/run_on_thread");
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bool using_threads = GLOBAL_GET("physics/2d/run_on_separate_thread");
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PhysicsServer2D *physics_server = memnew(GodotPhysicsServer2D(using_threads));
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