diff options
| author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-01-29 17:35:50 +0100 | 
|---|---|---|
| committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-01-29 17:35:50 +0100 | 
| commit | 736ac253061cad240acf390c2aedf619ad7f3a32 (patch) | |
| tree | d06770c1eed0c9923ac6da94c70af6d832f69fc4 | |
| parent | 2f57a11ed9b383706b72783c0d9b1e869774e08a (diff) | |
Rename the physics server `run_on_thread` project settings
`run_on_separate_thread` is more explicit.
| -rw-r--r-- | core/config/project_settings.cpp | 4 | ||||
| -rw-r--r-- | doc/classes/ProjectSettings.xml | 8 | ||||
| -rw-r--r-- | servers/register_server_types.cpp | 4 | 
3 files changed, 8 insertions, 8 deletions
diff --git a/core/config/project_settings.cpp b/core/config/project_settings.cpp index 45776c03e4..b5f1015ff5 100644 --- a/core/config/project_settings.cpp +++ b/core/config/project_settings.cpp @@ -1235,8 +1235,8 @@ ProjectSettings::ProjectSettings() {  	// Keep the enum values in sync with the `DisplayServer::VSyncMode` enum.  	custom_prop_info["display/window/vsync/vsync_mode"] = PropertyInfo(Variant::INT, "display/window/vsync/vsync_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Adaptive,Mailbox");  	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"); -	GLOBAL_DEF("physics/2d/run_on_thread", false); -	GLOBAL_DEF("physics/3d/run_on_thread", false); +	GLOBAL_DEF("physics/2d/run_on_separate_thread", false); +	GLOBAL_DEF("physics/3d/run_on_separate_thread", false);  	GLOBAL_DEF("debug/settings/profiler/max_functions", 16384);  	custom_prop_info["debug/settings/profiler/max_functions"] = PropertyInfo(Variant::INT, "debug/settings/profiler/max_functions", PROPERTY_HINT_RANGE, "128,65535,1"); diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index b0d88ebb4c..dc40d2fd1b 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1412,8 +1412,8 @@  			Sets which physics engine to use for 2D physics.  			"DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.  		</member> -		<member name="physics/2d/run_on_thread" type="bool" setter="" getter="" default="false"> -			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. +		<member name="physics/2d/run_on_separate_thread" type="bool" setter="" getter="" default="false"> +			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.  		</member>  		<member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">  			Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]. @@ -1484,8 +1484,8 @@  			Sets which physics engine to use for 3D physics.  			"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative.  		</member> -		<member name="physics/3d/run_on_thread" type="bool" setter="" getter="" default="false"> -			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. +		<member name="physics/3d/run_on_separate_thread" type="bool" setter="" getter="" default="false"> +			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.  		</member>  		<member name="physics/3d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">  			Threshold angular velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]. diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp index 3fbf4fe436..bf8b6379d2 100644 --- a/servers/register_server_types.cpp +++ b/servers/register_server_types.cpp @@ -80,7 +80,7 @@  ShaderTypes *shader_types = nullptr;  PhysicsServer3D *_createGodotPhysics3DCallback() { -	bool using_threads = GLOBAL_GET("physics/3d/run_on_thread"); +	bool using_threads = GLOBAL_GET("physics/3d/run_on_separate_thread");  	PhysicsServer3D *physics_server = memnew(GodotPhysicsServer3D(using_threads)); @@ -88,7 +88,7 @@ PhysicsServer3D *_createGodotPhysics3DCallback() {  }  PhysicsServer2D *_createGodotPhysics2DCallback() { -	bool using_threads = GLOBAL_GET("physics/2d/run_on_thread"); +	bool using_threads = GLOBAL_GET("physics/2d/run_on_separate_thread");  	PhysicsServer2D *physics_server = memnew(GodotPhysicsServer2D(using_threads));  |