Virtualx Game Engine. Forked from Godot 3.6
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Hein-Pieter van Braam 0db5123548 Prevent false sharing in lightbaker RNG state
The previous commit corrected the RNG behavior for the lightbaker but
also made it significantly slower on high core count systems. Due to the
vector of states being physically close together in RAM we force a cache
synchronization across all cores whenever we call for the next random
number to be generated.

This will create a temporary local copy of the RNG state before entering
the loop and then saving it back to the global state when done. This
will preserve the per-thread RNG state (and random number quality) while
significantly improving performance.

On my 16 thread box it saves 3 minutes baking the Sponza scene, bringing
performance back in line to before the various RNG fixes were
introduced, being slightly faster than the first implementation.
2017-12-20 14:37:00 +01:00
core Use a different strategy for path remaps, try loading from a remap file instead. 2017-12-18 11:21:49 -03:00
doc doc: Sync classref with current source 2017-12-18 08:13:58 +01:00
drivers Propertly deinitialize sampler FBO/Texture, fixes #14586,#14805 2017-12-19 15:26:18 -03:00
editor Good while it lasted, restored full 3D for 2D viewport, as required for Canvas BG mode. Fixes #14540 2017-12-19 15:59:32 -03:00
main Correct license headers in main.cpp and voxel_light_baker.cpp 2017-12-20 01:04:30 +01:00
misc Style: Apply clang-format to Java files 2017-12-10 01:16:07 +01:00
modules Fix fatal mono logs not getting logged to disk. 2017-12-19 17:36:33 +01:00
platform Merge pull request #14794 from endragor/remove-debug-logs 2017-12-18 07:40:01 +01:00
scene Prevent false sharing in lightbaker RNG state 2017-12-20 14:37:00 +01:00
servers Don't try to mix a sample that has already ended 2017-12-18 00:53:51 +01:00
thirdparty Thekla: redo reduz's changes from 8b01b2e85c 2017-12-20 00:39:57 +01:00
.appveyor.yml use the same cache for all branches for appveyor 2017-11-28 03:23:33 -04:00
.clang-format Style: Apply clang-format to Java files 2017-12-10 01:16:07 +01:00
.editorconfig Added indent_style to editorconfig, fixed inconsistent use of tabs and spaces in indentation. 2017-12-14 13:52:23 +00:00
.gitattributes Add .xml to .gitattributes 2017-10-13 21:29:26 +11:00
.gitignore Ignore Visual Studio '*.natvis' files 2017-12-09 05:25:49 +01:00
.travis.yml openmp: Don't try to link GCC's implementation on Clang 2017-12-14 18:27:56 +01:00
AUTHORS.md Update AUTHORS and DONORS list 2017-12-10 01:51:52 +01:00
compat.py Fix build with Python 3 on Windows 2017-10-29 19:27:12 +01:00
CONTRIBUTING.md fix some typos 2017-11-28 16:18:22 +01:00
COPYRIGHT.txt Changed Mononoki font to Hack font 2017-09-17 13:55:48 -05:00
DONORS.md Update AUTHORS and DONORS list 2017-12-10 01:51:52 +01:00
icon.png Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
icon.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
ISSUE_TEMPLATE.md Add more details to issue template 2017-12-18 10:22:35 +01:00
LICENSE.txt Fixed GitHub detection of license in LICENSE.txt file. 2017-10-31 11:42:31 +01:00
logo.png Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
logo.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
LOGO_LICENSE.md Improve documentation of thirdparty code snippets 2017-05-07 11:42:37 +02:00
methods.py sort by the most recently accessed files 2017-12-18 22:17:38 -04:00
README.md Add screenshot to the README 2017-10-31 10:15:36 +01:00
SConstruct sort by the most recently accessed files 2017-12-18 22:17:38 -04:00
version.py Bump version to 3.0-beta a.k.a. *feature freeze* 2017-11-20 23:53:31 +01:00

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Godot Engine

Homepage: https://godotengine.org

2D and 3D cross-platform game engine

Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported in one click to a number of platforms, including the major desktop platforms (Linux, Mac OSX, Windows) as well as mobile (Android, iOS) and web-based (HTML5) platforms.

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