Age | Commit message (Collapse) | Author | |
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2017-07-26 | Support multithreading for NativeScriptLanguage | Ruslan Mustakov | |
Godot may call property setters from non-main thread when an object is loaded in the edtior. This means NativeScriptLanguage could be accessed from different threads, but it was not designed for thread-safety. Besides, previous behaviour made it so that godot_nativescript_init and godot_gdnative_init could be invoked from non-main thread, while godot_gdnative_thread is always invoked on the main thread. This may not be expected by the binding library. This commit defers native library initialization to the main thread and adds godot_nativescript_thread_enter and godot_nativescript_thread_exit callbacks to make a binding library aware of foreign threads. | |||
2017-07-25 | Fix typo in NativeScript property getter | sheepandshepherd | |
2017-07-25 | [NativeScript] fix double initialization in editor | Karroffel | |
2017-07-25 | [NativeScript] bound `new` to ClassDB | Karroffel | |
2017-07-24 | GDNative register_property | Ramesh Ravone | |
2017-07-24 | [NativeScript] forgot to uncomment userdata return | Karroffel | |
2017-07-24 | [NativeScript] fix double free but on exit | Karroffel | |
2017-07-24 | [GDNative] new GDNative API | Karroffel | |
This adds GDNative as a separate class type. It can be used to interface with native libraries by using "native calls", which can be registered by modules (and in future other GDNative libraries?). It also reworks the currently called "GDNativeScript" into a "NativeScript" that just makes use of the new GDNative instead of it being the component that implements that functionality. |