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fix(physics): the external program messages (multiplayer) no longer keep the physics steps in one thread, only network sessions do; the debug panel tells what keeps them in one
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@@ -866,7 +866,7 @@ void opengl46_renderer::SwapBuffers()
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( counts.threads > 1 ?
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"steps on " + std::to_string( counts.threads ) + " threads: " + std::to_string( counts.groups ) + " groups, largest "
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+ std::to_string( counts.largestgroup ) + ", " + std::to_string( counts.maingroups ) + " in the main thread (forces by kind not timed)" :
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std::string{ "steps on 1 thread" } ),
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"steps on 1 thread (pool of " + std::to_string( counts.pool ) + ( counts.singlethread.empty() ? std::string{ ")" } : ", off by " + counts.singlethread + ")" ) ),
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"" );
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char const *const kindnames[] = { "rail, within ", "rail, farther", "road, within ", "road, farther" };
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text += timeline( 3, "by kind (near: " + nearlimit + ")", " count stand forces update" );
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