diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2022-10-03 10:57:36 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-10-03 11:23:26 +0200 |
commit | 54418ea659061edccdf1ac16470505542dcc33f9 (patch) | |
tree | cf48aba0b9b73277b1ccc01b914646d49881f2a3 /scene | |
parent | d331b803b8e63b0dab406a12c21805a17ee0a6a8 (diff) |
Remove NO_THREADS fallback code, Godot 4 requires thread support
This also removes `OS::can_use_threads` from the public API since it's always
true.
Diffstat (limited to 'scene')
-rw-r--r-- | scene/3d/navigation_region_3d.cpp | 7 |
1 files changed, 1 insertions, 6 deletions
diff --git a/scene/3d/navigation_region_3d.cpp b/scene/3d/navigation_region_3d.cpp index b060d314ba..06182d921c 100644 --- a/scene/3d/navigation_region_3d.cpp +++ b/scene/3d/navigation_region_3d.cpp @@ -261,12 +261,7 @@ void NavigationRegion3D::bake_navigation_mesh(bool p_on_thread) { BakeThreadsArgs *args = memnew(BakeThreadsArgs); args->nav_region = this; - if (p_on_thread && !OS::get_singleton()->can_use_threads()) { - WARN_PRINT("NavigationMesh bake 'on_thread' will be disabled as the current OS does not support multiple threads." - "\nAs a fallback the navigation mesh will bake on the main thread which can cause framerate issues."); - } - - if (p_on_thread && OS::get_singleton()->can_use_threads()) { + if (p_on_thread) { bake_thread.start(_bake_navigation_mesh, args); } else { _bake_navigation_mesh(args); |