diff options
author | reduz <reduzio@gmail.com> | 2021-06-09 12:09:31 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-06-09 13:10:49 -0300 |
commit | c66b2651a62568b68e0e0540a1f260652cb5ffdb (patch) | |
tree | c499ad94ad905a7e6271a138c9da6e62ccc2db41 /doc | |
parent | 0818a466c0a81c7c9793fd8109d25a74f49c00ae (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')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 2 |
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=""""> 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> |