|
|
@@ -2792,6 +2792,7 @@
|
|
|
[/codeblock]
|
|
|
</member>
|
|
|
<member name="threading/worker_pool/low_priority_thread_ratio" type="float" setter="" getter="" default="0.3">
|
|
|
+ The ratio of [WorkerThreadPool]'s threads that will be reserved for low-priority tasks. For example, if 10 threads are available and this value is set to [code]0.3[/code], 3 of the worker threads will be reserved for low-priority tasks. The actual value won't exceed the number of CPU cores minus one, and if possible, at least one worker thread will be dedicated to low-priority tasks.
|
|
|
</member>
|
|
|
<member name="threading/worker_pool/max_threads" type="int" setter="" getter="" default="-1">
|
|
|
Maximum number of threads to be used by [WorkerThreadPool]. Value of [code]-1[/code] means no limit.
|
|
|
@@ -2800,7 +2801,7 @@
|
|
|
Action map configuration to load by default.
|
|
|
</member>
|
|
|
<member name="xr/openxr/enabled" type="bool" setter="" getter="" default="false">
|
|
|
- If [code]true[/code] Godot will setup and initialize OpenXR on startup.
|
|
|
+ If [code]true[/code], Godot will setup and initialize OpenXR on startup.
|
|
|
</member>
|
|
|
<member name="xr/openxr/environment_blend_mode" type="int" setter="" getter="" default=""0"">
|
|
|
Specify how OpenXR should blend in the environment. This is specific to certain AR and passthrough devices where camera images are blended in by the XR compositor.
|