pandemonium_engine/core/containers
Relintai d4175f9676 Ported parts of : Refactor Node Processing
* Node processing works on the concept of process groups.
* A node group can be inherited, run on main thread, or a sub-thread.
* Groups can be ordered.
* Process priority is now present for physics.
This is the first steps towards implementing godotengine/godot-proposals#6424.
No threading or thread guards exist yet in most of the scene code other than Node. That will have to be added later.
- reduz
98c655ec8d
- Only got the smaller improvements, and the thread safety for Node and SceneTree. I'm planning to implement a similar system, but I have a different way of doing it in mind.
2023-06-12 21:13:26 +02:00
..
bin_sorted_array.h
bitfield_dynamic.cpp
bitfield_dynamic.h
command_queue_mt.cpp
command_queue_mt.h
cowdata.h
fixed_array.h
hash_map.h Ported parts of : Refactor Node Processing 2023-06-12 21:13:26 +02:00
hash_set.h Ported parts of : Refactor Node Processing 2023-06-12 21:13:26 +02:00
hashfuncs.h
list.h
local_vector.h Ported parts of : Refactor Node Processing 2023-06-12 21:13:26 +02:00
lru.h
oa_hash_map.h
og_hash_map.h
ordered_hash_map.h
packed_data_container.cpp
packed_data_container.h
paged_allocator.h
paged_array.h
pair.h
pool_vector.cpp
pool_vector.h Fix the return type of PoolVector::count(). 2023-05-31 00:06:19 +02:00
pooled_list.h
rb_map.h
rb_set.h
rid_handle.cpp
rid_handle.h
rid.cpp
rid.h
ring_buffer.h
safe_list.h
SCsub
search_array.h
self_list.h
simple_type.h
sort_array.h
threaded_callable_queue.h
tight_local_vector.h
vector.h Ported parts of : Refactor Node Processing 2023-06-12 21:13:26 +02:00
vmap.h
vset.h