fixes godotengine#82061
fixes godotengine#61556
Also, distinguish between main pack and DLC packs.
It's desirable to downloaded content to be as small as possible. This change avoids bloating non-main pack files with new versions of resources that are all read on startup and never used again. They have no effect if loaded after startup.
- project.godot/project.binary file
- extension_list.cfg
- app icon and boot_splash
- .ico and .icns files (these can still be opted in for DLC by listing them explicitly in the include filter)
Defaults to "Auto", which detects the casing based on the
preference of the currently selected language (C# for example
prefers PascalCase whereas GDScript prefers snake_case).
This method is registered in a special way so ClassDB doesn't naturally
know about its existence. Here it is hardcoded if any other option fail
to check if it is about the `free()` method and, if so, say it exists
and return a Callable.
Just a little optimization.
**NOTE:**
With `RID_Owner` we could replace each pair of `PagedAllocator` and
`HashMap`-of-ids-to-pointers. However, that would force us to expose
`RID` as the task/group id, instead of `int`, which would break the
API. Too bad. Let's wait until Godot 5.0.
This commit lets CommandQueueMT play nicely with the WorkerThreadPool to avoid
non-progressable situations caused by an interdependence between both. While a
command queue is being flushed, it allows the WTP to release its lock while tasks
are being awaited so they can make progress in case they need in turn to post
to the command queue.
This commits rewrites the sync logic in a way that the
`use_system_threads_for_low_priority_tasks` setting, which was added due to
the lack of a cross-platform wait-for-multiple-objects functionality, can be
removed (it's as if it was effectively hardcoded to `false`).
With the new implementation, we have the best of both worlds: threads don't
have to poll, plus no bespoke threads are used.
In addition, regarding deadlock prevention, since not every possible case of
wait-deadlock could be avoided, this commits removes the current best-effort
avoidance mechanisms and keeps only a simple, pessimistic way of detection.
It turns out that the only current user of deadlock prevention, ResourceLoader,
works fine with it and so every possible situation in resource loading is now
properly handled, with no possibilities of deadlocking. There's a comment in
the code with further details.
Lastly, a potential for load tasks never being awaited/disposed is cleared.