godot/core/object
Juan Linietsky 6055e4424a Redo of Message Queue
* Functionality moved to a base class CallQueue, which will be used for inter-thread communication within the scene.
* MessageQueue now uses growing pages, starts from a single 4k page.
* Limit still exists, but because its not allocated by default, it can be much higher.
2023-04-12 16:31:23 +02:00
..
callable_method_pointer.cpp
callable_method_pointer.h
class_db.cpp
class_db.h Avoid losing references to objects in the native-scripting boundary 2023-02-03 17:48:41 +01:00
make_virtuals.py
message_queue.cpp Redo of Message Queue 2023-04-12 16:31:23 +02:00
message_queue.h Redo of Message Queue 2023-04-12 16:31:23 +02:00
method_bind.cpp
method_bind.h Avoid losing references to objects in the native-scripting boundary 2023-02-03 17:48:41 +01:00
object_id.h
object.cpp Optimize Object::get_class_name 2023-04-08 19:25:50 +02:00
object.h Optimize Object::get_class_name 2023-04-08 19:25:50 +02:00
ref_counted.cpp
ref_counted.h
script_language_extension.cpp Remove unused ScriptLanguage methods 2023-02-26 22:30:56 -08:00
script_language_extension.h Remove unused ScriptLanguage methods 2023-02-26 22:30:56 -08:00
script_language.cpp Add Engine::unregister_script_language and make Engine::register_script_language returns a Error 2023-02-10 19:50:24 +01:00
script_language.h Remove unused ScriptLanguage methods 2023-02-26 22:30:56 -08:00
SCsub
undo_redo.cpp
undo_redo.h
worker_thread_pool.cpp
worker_thread_pool.h More codespell fixes, do more changes from previous ignore list 2023-02-01 12:11:36 +01:00