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authorreduz <reduzio@gmail.com>2021-06-09 12:09:31 -0300
committerreduz <reduzio@gmail.com>2021-06-09 13:10:49 -0300
commitc66b2651a62568b68e0e0540a1f260652cb5ffdb (patch)
treec499ad94ad905a7e6271a138c9da6e62ccc2db41 /doc/classes
parent0818a466c0a81c7c9793fd8109d25a74f49c00ae (diff)
Refactor CommandQueueMT
* RingBuffer had no reason to be in this context * A single buffer is used that can grow as much as the game needs. This should make thread loading entirely reliable.
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/ProjectSettings.xml2
1 files changed, 0 insertions, 2 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index b74a1f848b..efd4793b4c 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1139,8 +1139,6 @@
<member name="layer_names/3d_render/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 9. If left empty, the layer will display as "Layer 9".
</member>
- <member name="memory/limits/command_queue/multithreading_queue_size_kb" type="int" setter="" getter="" default="256">
- </member>
<member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter="" default="4096">
Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.
</member>