Skip Object::to_string when Jolt Physics is on separate thread
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5 changed files with 10 additions and 8 deletions
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@ -2330,6 +2330,7 @@
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</member>
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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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[b]Note:[/b] When [member physics/3d/physics_engine] is set to [code]Jolt Physics[/code], enabling this setting will prevent the 3D physics server from being able to provide any context when reporting errors and warnings, and will instead always refer to nodes as [code]<unknown>[/code].
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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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