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Use GLOBAL_DEF instead of GLOBAL_GET in PandemoniumNavigationMeshGenerator.
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@ -951,25 +951,12 @@ void PandemoniumNavigationMeshGenerator::_static_parse_3d_source_geometry_data(R
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#endif // _3D_DISABLED
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#endif // _3D_DISABLED
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PandemoniumNavigationMeshGenerator::PandemoniumNavigationMeshGenerator() {
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PandemoniumNavigationMeshGenerator::PandemoniumNavigationMeshGenerator() {
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/*
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_use_thread_pool = GLOBAL_DEF("navigation/baking/thread_model/use_thread_pool", true);
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register_geometry_parser_2d(memnew(MeshInstance2DNavigationGeometryParser2D));
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register_geometry_parser_2d(memnew(MultiMeshInstance2DNavigationGeometryParser2D));
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register_geometry_parser_2d(memnew(Polygon2DNavigationGeometryParser2D));
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register_geometry_parser_2d(memnew(StaticBody2DNavigationGeometryParser2D));
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register_geometry_parser_2d(memnew(TileMap2DNavigationGeometryParser2D));
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#ifndef _3D_DISABLED
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register_geometry_parser_3d(memnew(MeshInstance3DNavigationGeometryParser3D));
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register_geometry_parser_3d(memnew(MultiMeshInstance3DNavigationGeometryParser3D));
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register_geometry_parser_3d(memnew(StaticBody3DNavigationGeometryParser3D));
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#endif // _3D_DISABLED
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*/
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_use_thread_pool = GLOBAL_GET("navigation/baking/thread_model/use_thread_pool");
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// Can't use threads in Editor as parsing gets stuck on RenderingServer / PhysicsServer locks.
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// Can't use threads in Editor as parsing gets stuck on RenderingServer / PhysicsServer locks.
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// (TODO needs to be tested) The way I have it now, it should work.
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// (TODO needs to be tested) The way I have it now, it should work.
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//_use_thread_pool = !Engine::get_singleton()->is_editor_hint();
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//_use_thread_pool = !Engine::get_singleton()->is_editor_hint();
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//_baking_use_high_priority_threads = GLOBAL_GET("navigation/baking/thread_model/baking_use_high_priority_threads");
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//_baking_use_high_priority_threads = GLOBAL_DEF("navigation/baking/thread_model/baking_use_high_priority_threads");
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}
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}
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PandemoniumNavigationMeshGenerator::~PandemoniumNavigationMeshGenerator() {
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PandemoniumNavigationMeshGenerator::~PandemoniumNavigationMeshGenerator() {
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