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All of these SceneCustomObjects should be safe to run on non-main thread
- TextRenderer.TextSceneObject — world text component - DebugTextureSceneObject — debug overlay textures - DebugTextSceneObject — debug overlay text - DebugSphereSceneObject — debug overlay spheres - SceneMapLoader.TextSceneObject — map world text entities - LPVDebugGridObject — light probe debug grid - ClutterBatchSceneObject — clutter instanced rendering These ones are not as simple: - ScenePanelObject - so much UI shit wasn't thread safe before, but should nwo be ... - GizmoInlineSceneObject - SpriteBatchSceneObject - lots of non concurrent dictionaries around here (needs a commandlist approach)
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@@ -39,6 +39,7 @@ file class DebugTextSceneObject : SceneCustomObject
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public DebugTextSceneObject( SceneWorld sceneWorld, TextRendering.Scope scope, TextFlag flags ) : base( sceneWorld )
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{
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managedNative.ExecuteOnMainThread = false;
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_scope = scope;
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_flags = flags;
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