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Fixed out of threads jolt
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Editor/resources/Models/Camera.glb
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Editor/resources/Models/Camera.glb
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@@ -419,14 +419,14 @@ namespace Nuake
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// Do 1 collision step per 1 / 60th of a second (round up).
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int collisionSteps = 1;
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constexpr float minStepDuration = 1.0f / 90.0f;
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constexpr int maxStepCount = 16;
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constexpr int maxStepCount = 32;
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if(ts > minStepDuration)
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{
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collisionSteps = static_cast<float>(ts) / minStepDuration;
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}
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// Prevents having too many steps and running out of jobs
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//collisionSteps = std::min(collisionSteps, maxStepCount);
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collisionSteps = std::min(collisionSteps, maxStepCount);
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// If you want more accurate step results you can do multiple sub steps within a collision step. Usually you would set this to 1.
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constexpr int subSteps = 1;
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