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ability to run 2D physics in a thread
also, 2D physics is now thread safe too. see physics_2d/thread_model
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@@ -187,8 +187,8 @@ VisualServerWrapMT::VisualServerWrapMT(VisualServer* p_contained,bool p_create_t
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draw_pending=0;
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draw_thread_up=false;
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alloc_mutex=Mutex::create();
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texture_pool_max_size=GLOBAL_DEF("render/thread_textures_prealloc",20);
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mesh_pool_max_size=GLOBAL_DEF("render/thread_meshes_prealloc",20);
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texture_pool_max_size=GLOBAL_DEF("render/thread_textures_prealloc",5);
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mesh_pool_max_size=GLOBAL_DEF("core/rid_pool_prealloc",20);
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if (!p_create_thread) {
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server_thread=Thread::get_caller_ID();
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} else {
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