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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Build MSVC safe_refcount in a separate compilation unitHein-Pieter van Braam2017-09-271-87/+15
| | | | | | 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_refcountHein-Pieter van Braam2017-09-251-18/+211
| | | | | 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 headersRémi Verschelde2017-08-271-1/+1
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* Improve/add atomicsPedro J. Estébanez2017-07-251-0/+2
| | | | | - 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).
* Implement add & subtract atomicsPedro J. Estébanez2017-07-171-0/+4
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* Add atomics for 64-bit integersPedro J. Estébanez2017-07-111-0/+4
| | | | | | 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 Verschelde2017-07-111-4/+0
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* Add atomics for 64-bit integersPedro J. Estébanez2017-06-221-0/+4
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-18/+11
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-0/+1
| | | | renamed to PoolVector
* -Changed memory functions, Memory::alloc_static*, simplified them, made them ↵Juan Linietsky2017-01-061-303/+9
| | | | | | aligned to 16 -Changed Vector<> template to fit this.
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+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 whitespaceHubert Jarosz2016-03-091-34/+34
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -fixed export templates not loading/exporting on WindowsJuan Linietsky2014-02-131-4/+4
| | | | | | | | | | | | -fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+379