godot/scene
reduz 8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
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2d Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
3d Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
animation Fix animation reset-on-save on inactive scene tabs 2021-02-09 21:41:48 +01:00
audio Initialize class variables with default values in scene/ [1/2] 2021-02-07 22:29:31 +01:00
debugger Initialize class variables with default values in scene/ [1/2] 2021-02-07 22:29:31 +01:00
gui Merge pull request #45812 from RandomShaper/keep_selected_visible 2021-02-09 10:43:21 +01:00
main Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
resources Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
register_scene_types.cpp Merge pull request #45281 from Chaosus/vs_unify 2021-02-01 08:56:03 +01:00
register_scene_types.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
scene_string_names.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
scene_string_names.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
SCsub SCons: Add explicit dependencies on thirdparty code in cloned env 2020-12-18 10:29:34 +01:00