godot/servers
Juan Linietsky 92b27bccf1 Changed allocation strategy of CanvasItem draw commands.
They should now allocate memory in blocks and reuse the same
memory every time the item is cleared and redrawn.

This should improve performance considerably.
2020-02-11 11:53:28 +01:00
..
arvr
audio
camera Texture refactor 2020-02-11 11:53:26 +01:00
physics Refactored RID/RID_Owner to always use O(1) allocation. 2020-02-11 11:53:26 +01:00
physics_2d Refactored RID/RID_Owner to always use O(1) allocation. 2020-02-11 11:53:26 +01:00
visual Changed allocation strategy of CanvasItem draw commands. 2020-02-11 11:53:28 +01:00
SCsub
arvr_server.cpp
arvr_server.h
audio_server.cpp
audio_server.h
camera_server.cpp
camera_server.h
navigation_2d_server.cpp Documented the new NavigationServer and all its associated nodes (2D and 3D) 2020-02-10 15:24:06 +01:00
navigation_2d_server.h - Integrated NavigationServer and Navigation2DServer. 2020-02-10 14:38:52 +01:00
navigation_server.cpp Documented the new NavigationServer and all its associated nodes (2D and 3D) 2020-02-10 15:24:06 +01:00
navigation_server.h - Integrated NavigationServer and Navigation2DServer. 2020-02-10 14:38:52 +01:00
physics_2d_server.cpp
physics_2d_server.h
physics_server.cpp
physics_server.h
register_server_types.cpp - Integrated NavigationServer and Navigation2DServer. 2020-02-10 14:38:52 +01:00
register_server_types.h
server_wrap_mt_common.h A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
visual_server.cpp Added ability to retrieve back textures stored on GPU 2020-02-11 11:53:28 +01:00
visual_server.h Bugfixes and ability to better specify filter and repeat modes everywhere. 2020-02-11 11:53:28 +01:00