pandemonium_engine/core
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
..
bind Removed the PMath singleton. If needed it can easily be recreated as a module. 2023-06-11 08:34:57 +02:00
config
containers Ported parts of : Refactor Node Processing 2023-06-12 21:13:26 +02:00
crypto
error
input Merged the functionality of BSInputEventKey to InputEventKey. This new setting can make input event keys act as if they are shortcut matched. 2023-06-11 16:06:09 +02:00
io
log
math Ported: Test, refactor and fix a bug in Basis.get_axis_angle 2023-06-11 09:45:23 +02:00
object Ported parts of : Refactor Node Processing 2023-06-12 21:13:26 +02:00
os Ported parts of : Refactor Node Processing 2023-06-12 21:13:26 +02:00
string
variant
core_builders.py
core_string_names.cpp
core_string_names.h
global_constants.cpp Backported from godot4: Rework Navigation Avoidance 2023-06-10 20:58:49 +02:00
global_constants.h
int_types.h
register_core_types.cpp Removed the PMath singleton. If needed it can easily be recreated as a module. 2023-06-11 08:34:57 +02:00
register_core_types.h
SCsub
typedefs.h
version.h