Changes the default number of rays per thread from 32 to 16, when the user lets Bullet decide.
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@@ -4828,7 +4828,7 @@ bool PhysicsServerCommandProcessor::processRequestRaycastIntersectionsCommand(co
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if (numThreads == 0) {
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// When 0 is specified, Bullet can decide how many threads to use.
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// About 16 rays per thread seems to work reasonably well.
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batchRayCaster.castRays(numRays / 32);
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batchRayCaster.castRays(numRays / 16);
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} else if (numThreads == 1) {
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// Sequentially trace all rays:
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for (int i = 0; i < numRays; i++) {
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