pandemonium_engine/scene
Relintai decade59c8 Implemented a new ProcessGroup Node. It can be used to multithread scenes updates.
It was insipred by godot 4's ProcessGroup system, however while Godot 4's implementation tries to hide threaded processing as much as possible, this implementation focuses on making it explicitly known and obvious to the user, in a (hopefully) almost bolierplate free way.

Also with the available options this node can be used for other purposes, like multi threaded cron job like method calls when paired with a Timer in manual mode.
2023-06-13 15:08:35 +02:00
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2d Renamed neighbor_dist properties / getters / setters for the navigation server. 2023-06-12 08:37:57 +02:00
3d Renamed neighbor_dist properties / getters / setters for the navigation server. 2023-06-12 08:37:57 +02:00
animation Renamed Set to RBSet. 2023-01-15 19:42:08 +01:00
audio Fix Editor hanging if audiostream's pitch_scale is NaN 2023-03-12 14:14:29 +01:00
debugger Fixed: Save Branch as Scene not workking in Remote Tree (only work when u pause) 2023-02-07 01:08:29 +01:00
gui Fix PopupMenu's maximum height not being automatically set 2023-06-11 09:22:06 +02:00
main Implemented a new ProcessGroup Node. It can be used to multithread scenes updates. 2023-06-13 15:08:35 +02:00
resources Make acos and asin safe 2023-06-11 08:41:42 +02:00
property_utils.cpp Fix exporting big templates 2022-11-30 19:23:35 +01:00
property_utils.h Clang format all files. 2022-03-18 19:00:13 +01:00
register_scene_types.cpp Implemented a new ProcessGroup Node. It can be used to multithread scenes updates. 2023-06-13 15:08:35 +02:00
register_scene_types.h Clang format all files. 2022-03-18 19:00:13 +01:00
scene_string_names.cpp Implemented a new ProcessGroup Node. It can be used to multithread scenes updates. 2023-06-13 15:08:35 +02:00
scene_string_names.h Implemented a new ProcessGroup Node. It can be used to multithread scenes updates. 2023-06-13 15:08:35 +02:00
SCsub Mass replaced godot to pandemonium. 2022-03-23 20:46:05 +01:00