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Adaptation of the temporary fix by @kyamagu from #16173.
Revision of #17052 , adapted from code by @foxik @rchao It turns out that all the logging checks in the previous version were unnecessary, since `_push_writer()` already sets a writer...
Split off from #73793 Currently, `WorkerThreadPool` is initialized before `ScriptServer`, so there's a race condition where worker threads call into `ScriptServer::thread_enter()` before languages are registered. Since `ScriptServer` isn't always initialized...
Needed for #73777
Makes it easier to test and debug culling and LODs at runtime, without having to specifically craft scenes for that purpose. See https://github.com/godotengine/godot/issues/53288#issuecomment-1451020173 and godotengine/godot-benchmarks#23
Its functionality has been superseded by `WorkerThreadPool`
Allow project settings to be overridden from command line via environment variables in debug builds
[Environment variables](https://en.wikipedia.org/wiki/Environment_variable) are typically used to allow more flexible configuration handling when using the command line. Examples: ```bash # Force this run only to be single-threaded GODOT_THREADING_WORKER_POOL_MAX_THREADS=1 godot args... #...
For #73647 I've only been able to test the non-threaded sections, so if this fails (which it probably will), it would be due to incorrect usage of ResourceLoader's threading functions....
The following Dockerfile builds on top of `godot-ci:latest`, bundles in the standard graphics-capable Godot build, installs the needed dependencies for running it on a server, and adds a `godot_x11` wrapper...
Example pseudocode as follows: Array-of-Structures example ```go attrs := []struct { Position [3]float `gltf:"required"` TexCoord_0 [2]float // No need for interface{} Color_0 [3]uint8 Color_1 [4]float // Additional colors supported seamlessly...