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Add comment on why the low processor usage doesn't work on android.
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@ -280,6 +280,9 @@ void OS_Android::set_keep_screen_on(bool p_enabled) {
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void OS_Android::set_low_processor_usage_mode(bool p_enabled) {
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void OS_Android::set_low_processor_usage_mode(bool p_enabled) {
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#ifdef TOOLS_ENABLED
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#ifdef TOOLS_ENABLED
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// Disabled as it causes flickers. We also expect the devices running Godot in editor mode to be high end.
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// Disabled as it causes flickers. We also expect the devices running Godot in editor mode to be high end.
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// The actual reason for this is that android swaps framebuffers by itself after the end of GodotRenderer.onDrawFrame()
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// However GodotRenderer.onDrawFrame() steps godot's mainloop, which processes input, and then it decides whether to draw frames or not
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// (if in low processor mode)
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OS_Unix::set_low_processor_usage_mode(false);
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OS_Unix::set_low_processor_usage_mode(false);
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#else
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#else
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OS_Unix::set_low_processor_usage_mode(p_enabled);
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OS_Unix::set_low_processor_usage_mode(p_enabled);
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