Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Fix inconsistencies and typos in argument names | Paolo Perkovic | 2018-02-01 | 1 | -4/+4 |
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* | Update copyright statements to 2018 | Rémi Verschelde | 2018-01-01 | 1 | -2/+2 |
| | | | | Happy new year to the wonderful Godot community! | ||||
* | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | 2017-12-07 | 1 | -4/+4 |
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* | Build MSVC safe_refcount in a separate compilation unit | Hein-Pieter van Braam | 2017-09-27 | 1 | -0/+169 |
| | | | | | | Including windows.h in a globally included header gives all kinds of issues. Move the MSVC implementation for safe_refcount back into a .cpp file to prevent this from happening. | ||||
* | Allow inlining of all parts of safe_refcount | Hein-Pieter van Braam | 2017-09-25 | 1 | -287/+0 |
| | | | | | Differences with this aren't huge but the effort is minimal, in some workloads gain a couple of percent of performance. | ||||
* | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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* | Improve/add atomics | Pedro J. Estébanez | 2017-07-25 | 1 | -8/+48 |
| | | | | | - Remove use of non-builtin overloaded `InterlockedExhangeSubtract()` for Windows. Moreover, it was wrongly being used as if it hadn't a 64-bit version instead of being overloaded. - Implement exchange-if-greater (as a CAS loop). | ||||
* | UWP: Fix build issue caused by atomic operations | George Marques | 2017-07-23 | 1 | -1/+1 |
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* | Fix atomic operations in NO_THREADS builds | L. Krause | 2017-07-22 | 1 | -2/+2 |
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* | Implement add & subtract atomics | Pedro J. Estébanez | 2017-07-17 | 1 | -0/+72 |
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* | Add atomics for 64-bit integers | Pedro J. Estébanez | 2017-07-11 | 1 | -30/+89 |
| | | | | | | The public API looks the same but with added overloads. The implementation uses templates or overloads depending on the context to avoid code duplication. | ||||
* | Revert "Improve reliability of memory stats" | Rémi Verschelde | 2017-07-11 | 1 | -67/+0 |
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* | Add atomics for 64-bit integers | Pedro J. Estébanez | 2017-06-22 | 1 | -0/+67 |
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* | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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* | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -31/+25 |
| | | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | ||||
* | Enable WebGL2 in web export, start fixing build | eska | 2017-02-01 | 1 | -0/+8 |
| | | | | Will not yet compile | ||||
* | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | 2017-01-07 | 1 | -0/+9 |
| | | | | renamed to PoolVector | ||||
* | -Changed memory functions, Memory::alloc_static*, simplified them, made them ↵ | Juan Linietsky | 2017-01-06 | 1 | -6/+55 |
| | | | | | | aligned to 16 -Changed Vector<> template to fit this. | ||||
* | Welcome in 2017, dear changelog reader! | Rémi Verschelde | 2017-01-01 | 1 | -1/+1 |
| | | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! | ||||
* | remove trailing whitespace | Hubert Jarosz | 2016-03-09 | 1 | -2/+2 |
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* | Update copyright to 2016 in headers | George Marques | 2016-01-01 | 1 | -1/+1 |
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* | Updated copyright year in all headers | Juan Linietsky | 2015-04-18 | 1 | -1/+1 |
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* | GODOT IS OPEN SOURCE | Juan Linietsky | 2014-02-09 | 1 | -0/+55 |