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path: root/drivers/unix/thread_posix.cpp
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* Add RWLockDummy for NO_THREADS buildsLeon Krause2018-03-201-1/+1
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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!
* Merge pull request #10552 from RandomShaper/improve-posixRémi Verschelde2017-08-291-2/+13
|\ | | | | Improve Mac/UNIX conformance/reliability
| * Implement custom thread numbering for POSIXPedro J. Estébanez2017-08-241-2/+13
| | | | | | | | | | | | For every UNIX-derived (Android, Linux, macOS, iOS) flavor, a global counter is atomically incremented on thread start. That id is kept as thread-local storage. Therefore, thread ids are sequential numbers, trivially comparable. This improves the previous state of things, in which `pthread_t` were casted to `Thread::ID` and unportabily compared. Also big, ugly thread ids appeared.
* | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-3/+3
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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 Verschelde2017-03-051-35/+32
| | | | | | | | | | | | | | | | | | | | | | | | 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
* 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!
* Added function to notify ScriptLanguage when a thread is created/freed, ↵Juan Linietsky2016-06-251-0/+7
| | | | allows scripts to allocate a stack there via TLS
* thread renamingAriel Manzur2016-01-311-12/+5
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* Fix pthread renaming in Open/FreeBSDeska2016-01-091-1/+10
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* threadsAriel Manzur2015-12-221-0/+7
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* thread rename for ios and osx (if called from the thread to be renamed)Ariel Manzur2015-12-181-1/+17
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* thread set nameAriel Manzur2015-12-171-0/+8
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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 Linietsky2014-02-131-1/+2
| | | | | | | | | | | | -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/+99