Clarify statement about pooling#11999
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Calinou
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Makes sense to me.
There can be a performance benefit to object pooling in GDScript, but GC pauses are not a problem in GDScript so it's less critical.
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Small change for the note about pooling seen here
Right after the explanation of what pooling is, the current text says "When working with GDScript, you don't need to worry about this." To me this doesn't leave room for acknowledging any reason to use pooling other than avoiding freezes in GC languages.
You could argue that the current text is correct because it says "you don't need to", which leaves room for cases where the developer wants to use pooling. But if a game's performance is bottlenecked on instantiating and destroying lots of the same type of object, then pooling may actually become a need. Happy to have this rejected if pooling is truly useless in GDScript