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@@ -2771,6 +2771,9 @@ void PhysicsServerCommandProcessor::createEmptyDynamicsWorld(int flags)
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#endif
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}
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//may help improve run-time performance for many sleeping objects
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m_data->m_dynamicsWorld->setForceUpdateAllAabbs(false);
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//Workaround: in a VR application, where we avoid synchronizing between GFX/Physics threads, we don't want to resize this array, so pre-allocate it
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m_data->m_dynamicsWorld->getCollisionObjectArray().reserve(128 * 1024);
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