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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-01-29 17:35:50 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-01-29 17:35:50 +0100
commit736ac253061cad240acf390c2aedf619ad7f3a32 (patch)
treed06770c1eed0c9923ac6da94c70af6d832f69fc4
parent2f57a11ed9b383706b72783c0d9b1e869774e08a (diff)
Rename the physics server `run_on_thread` project settings
`run_on_separate_thread` is more explicit.
-rw-r--r--core/config/project_settings.cpp4
-rw-r--r--doc/classes/ProjectSettings.xml8
-rw-r--r--servers/register_server_types.cpp4
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));