Age | Commit message (Collapse) | Author |
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wrong function,
leading to unnecesary copy on writes and reduced performance.
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Plus the addition of some convenience CRASH_* error macros.
Plus transient avoidance of the flood of warnings emitted by Clang when checking 'this' for NULL.
Plus explanation about the do-while(0) loop in some error macros.
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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
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Will not yet compile
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renamed to PoolVector
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aligned to 16
-Changed Vector<> template to fit this.
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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!
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Works around #4262 and likely #4190.
(cherry picked from commit 3a390e9b44cb196aa4b4843dd8b3a7875bbc3a3f)
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* Add overflow checked intrinsic abstractions that check on overflow.
* Use them for memory allocation code.
* Use size_t type for memory allocation code to support full platform dependent width.
Fixes #3756.
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reference count block
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and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
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-fixed deadlock on previews thread
-fixed compilation errors on unix
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