godot/main
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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app_icon.png Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
main_builders.py Remove unused Python imports. 2020-09-10 11:38:52 +01:00
main_timer_sync.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
main_timer_sync.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
main.cpp Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
main.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
performance.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
performance.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
SCsub Fix new black style check failures in various files. 2020-08-21 16:51:30 +01:00
splash_editor.png Update AUTHORS and DONORS list 2020-10-28 14:06:22 +01:00
splash.png Optimize images losslessly using oxipng -o6 --strip all --zopfli 2019-10-12 23:23:33 +02:00