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path: root/servers/rendering/renderer_canvas_cull.cpp
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* Fix canvas renderer line widthAlex Hirsch2021-03-041-5/+5
| | | | fix #46644
* Fix rounding error in Clip Contentasheraryam2021-03-021-0/+2
| | | | | | Rounds the position and size of the final clip rect to avoid flickering issues. Fixes https://github.com/godotengine/godot/issues/46493
* Make Servers truly Thread Safereduz2021-02-101-18/+31
| | | | | | | | | -Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
* Use Math_TAU and deg2rad/rad2deg in more places and optimize codeAaron Franke2021-01-091-1/+3
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Merge pull request #44149 from madmiraal/rename-tangent-orthogonalRémi Verschelde2020-12-281-3/+3
|\ | | | | Rename Vector2.tangent() to Vector2.orthogonal()
| * Rename Vector2.tangent() to Vector2.orthogonal()Marcel Admiraal2020-12-061-3/+3
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* | Rename empty() to is_empty()Marcel Admiraal2020-12-281-5/+5
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* | Rename Control margin to offsetMarcel Admiraal2020-12-231-4/+4
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* | Rename Rect2 and Rect2i clip() to intersection()Marcel Admiraal2020-12-191-2/+2
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* RenderingServer reorganizationreduz2020-12-041-0/+1553