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use threaded bone setup by default
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parent
32c57a8a49
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1fe1d7b419
@ -2647,7 +2647,7 @@ CMouthInfo *C_BaseAnimating::GetMouth( void )
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#ifdef DEBUG_BONE_SETUP_THREADING
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#ifdef DEBUG_BONE_SETUP_THREADING
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ConVar cl_warn_thread_contested_bone_setup("cl_warn_thread_contested_bone_setup", "0" );
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ConVar cl_warn_thread_contested_bone_setup("cl_warn_thread_contested_bone_setup", "0" );
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#endif
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#endif
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ConVar cl_threaded_bone_setup("cl_threaded_bone_setup", "0", 0, "Enable parallel processing of C_BaseAnimating::SetupBones()" );
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//ConVar cl_threaded_bone_setup("cl_threaded_bone_setup", "1", 0, "Enable parallel processing of C_BaseAnimating::SetupBones()" );
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose: Do the default sequence blending rules as done in HL1
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// Purpose: Do the default sequence blending rules as done in HL1
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@ -2682,7 +2682,7 @@ void C_BaseAnimating::ShutdownBoneSetupThreadPool()
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void C_BaseAnimating::ThreadedBoneSetup()
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void C_BaseAnimating::ThreadedBoneSetup()
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{
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{
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g_bDoThreadedBoneSetup = cl_threaded_bone_setup.GetBool();
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g_bDoThreadedBoneSetup = true; //cl_threaded_bone_setup.GetBool();
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if ( g_bDoThreadedBoneSetup )
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if ( g_bDoThreadedBoneSetup )
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{
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{
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int nCount = g_PreviousBoneSetups.Count();
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int nCount = g_PreviousBoneSetups.Count();
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