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
audio
debugger
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
property_utils.cpp
property_utils.h
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
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