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This is an attempt at reducing the Depsgraph workload on static, idle objects that don't need to be updated.
It works best if there are only static/no collision objects in the scene, otherwise the depsgraph load is half of what we have now.
I still want to investigate if I can find a way to improve performance when having a physicsobject in the scene, so please don't merge yet!
It adds a new option to override the depsgraph entirely, tested with 1000 cubes: