| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Improves the base functionality for the Android platform and helps reduce the amount of spurious error logs emitted.
|
| |
|
| |
|
| |
|
|
|
|
| |
Happy new year to the wonderful Godot community!
|
| |
|
|
|
|
|
|
| |
- creating Vulkan context instead of OpenGL
- checking for validity of ENV in wrapper classes
- fix for access to JavaVM from threads
|
|
|
|
|
|
|
|
|
| |
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
|
|
|