pandemonium_engine/scene
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
..
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 Ported parts of : Refactor Node Processing 2023-06-12 21:13:26 +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 Backported from godot4: Rework Navigation Avoidance 2023-06-10 20:58:49 +02:00
register_scene_types.h Clang format all files. 2022-03-18 19:00:13 +01:00
scene_string_names.cpp Ported from godot 4: Remove NOTIFICATION_MOVED_IN_PARENT 2023-04-10 15:55:34 +02:00
scene_string_names.h Ported from godot 4: Remove NOTIFICATION_MOVED_IN_PARENT 2023-04-10 15:55:34 +02:00
SCsub Mass replaced godot to pandemonium. 2022-03-23 20:46:05 +01:00