From 1fe1d7b419bd66a22050a7c01c06aa900692cc39 Mon Sep 17 00:00:00 2001 From: nillerusr Date: Wed, 31 Aug 2022 18:19:52 +0300 Subject: [PATCH] use threaded bone setup by default --- game/client/c_baseanimating.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/game/client/c_baseanimating.cpp b/game/client/c_baseanimating.cpp index d66339e5..6e06aab6 100644 --- a/game/client/c_baseanimating.cpp +++ b/game/client/c_baseanimating.cpp @@ -2647,7 +2647,7 @@ CMouthInfo *C_BaseAnimating::GetMouth( void ) #ifdef DEBUG_BONE_SETUP_THREADING ConVar cl_warn_thread_contested_bone_setup("cl_warn_thread_contested_bone_setup", "0" ); #endif -ConVar cl_threaded_bone_setup("cl_threaded_bone_setup", "0", 0, "Enable parallel processing of C_BaseAnimating::SetupBones()" ); +//ConVar cl_threaded_bone_setup("cl_threaded_bone_setup", "1", 0, "Enable parallel processing of C_BaseAnimating::SetupBones()" ); //----------------------------------------------------------------------------- // Purpose: Do the default sequence blending rules as done in HL1 @@ -2682,7 +2682,7 @@ void C_BaseAnimating::ShutdownBoneSetupThreadPool() void C_BaseAnimating::ThreadedBoneSetup() { - g_bDoThreadedBoneSetup = cl_threaded_bone_setup.GetBool(); + g_bDoThreadedBoneSetup = true; //cl_threaded_bone_setup.GetBool(); if ( g_bDoThreadedBoneSetup ) { int nCount = g_PreviousBoneSetups.Count();