godot/servers/physics_3d/joints
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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cone_twist_joint_3d_sw.cpp Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
cone_twist_joint_3d_sw.h Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
generic_6dof_joint_3d_sw.cpp CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
generic_6dof_joint_3d_sw.h Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
hinge_joint_3d_sw.cpp
hinge_joint_3d_sw.h Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
jacobian_entry_3d_sw.h
pin_joint_3d_sw.cpp
pin_joint_3d_sw.h Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00
SCsub
slider_joint_3d_sw.cpp
slider_joint_3d_sw.h Make Servers truly Thread Safe 2021-02-10 13:21:46 -03:00