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Remove NO_THREADS fallback code, Godot 4 requires thread support
This also removes `OS::can_use_threads` from the public API since it's always true.
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@@ -425,10 +425,6 @@ void OS::delay_msec(int p_msec) const {
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::OS::get_singleton()->delay_usec(int64_t(p_msec) * 1000);
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}
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bool OS::can_use_threads() const {
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return ::OS::get_singleton()->can_use_threads();
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}
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bool OS::is_userfs_persistent() const {
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return ::OS::get_singleton()->is_userfs_persistent();
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}
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@@ -561,8 +557,6 @@ void OS::_bind_methods() {
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ClassDB::bind_method(D_METHOD("is_userfs_persistent"), &OS::is_userfs_persistent);
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ClassDB::bind_method(D_METHOD("is_stdout_verbose"), &OS::is_stdout_verbose);
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ClassDB::bind_method(D_METHOD("can_use_threads"), &OS::can_use_threads);
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ClassDB::bind_method(D_METHOD("is_debug_build"), &OS::is_debug_build);
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ClassDB::bind_method(D_METHOD("get_static_memory_usage"), &OS::get_static_memory_usage);
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