- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
- 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)
- Based on C++11's `mutex` and `condition_variable`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
Moved AppDelegate push notifications methods implementation to 'GODOT_ENABLE_PUSH_NOTIFICATIONS'
which can be used in plugins to implement APNS plugins.
(cherry picked from commit 366ce084f4)
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin.
Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin.
Changed platform code so it's not affected by the move.
Modified Xcode project file to remove parameters that doesn't make any effect.
Added basic '.gdip' plugin config file.
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 🎆
(cherry picked from commit b5334d14f7)
Otherwise we can get situations where platform-specific opts with the same name
can override each other depending on the order at which platforms are parsed,
as was the case with `use_static_cpp` in Linux/Windows.
Fixes#44304.
This also has the added benefit that the `scons --help` output will now only
include the options which are relevant for the selected (or detected) platform.
(cherry picked from commit 0f84d8dc49)
Fixes: #28683, #28621, #28596 and maybe others
For iOS we enable pvrtc feature by default for both GLES2/GLES3
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc ability detection in GLES2 driver.
Fixed pvrtc encoding procedure.
By default 'add_ios_framework' would not embed a framework to save previous behavior.
New 'add_ios_embedded_framework' would embed framework on export.