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Restired multithread support in OSX and Windows, should stop the crashes.
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@ -30,21 +30,21 @@
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#ifndef OS_OSX_H
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#define OS_OSX_H
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#include "drivers/alsa/audio_driver_alsa.h"
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#include "drivers/rtaudio/audio_driver_rtaudio.h"
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#include "drivers/unix/os_unix.h"
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#include "joypad_osx.h"
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#include "main/input_default.h"
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#include "os/input.h"
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#include "power_osx.h"
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#include "servers/visual_server.h"
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// #include "servers/visual/visual_server_wrap_mt.h"
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#include "drivers/alsa/audio_driver_alsa.h"
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#include "drivers/rtaudio/audio_driver_rtaudio.h"
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#include "platform/osx/audio_driver_osx.h"
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#include "power_osx.h"
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#include "servers/audio_server.h"
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#include "servers/physics_2d/physics_2d_server_sw.h"
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#include "servers/physics_2d/physics_2d_server_wrap_mt.h"
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#include "servers/physics_server.h"
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#include "servers/visual/rasterizer.h"
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#include "servers/visual/visual_server_wrap_mt.h"
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#include "servers/visual_server.h"
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#include <ApplicationServices/ApplicationServices.h>
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//bitch
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@ -932,12 +932,10 @@ void OS_OSX::initialize(const VideoMode &p_desired, int p_video_driver, int p_au
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//visual_server = memnew( VisualServerRaster(rasterizer) );
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visual_server = memnew(VisualServerRaster);
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// FIXME: Reimplement threaded rendering? Or remove?
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/*
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if (get_render_thread_mode()!=RENDER_THREAD_UNSAFE) {
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visual_server =memnew(VisualServerWrapMT(visual_server,get_render_thread_mode()==RENDER_SEPARATE_THREAD));
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if (get_render_thread_mode() != RENDER_THREAD_UNSAFE) {
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visual_server = memnew(VisualServerWrapMT(visual_server, get_render_thread_mode() == RENDER_SEPARATE_THREAD));
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}
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*/
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visual_server->init();
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visual_server->cursor_set_visible(false, 0);
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@ -37,15 +37,15 @@
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#include "drivers/windows/rw_lock_windows.h"
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#include "drivers/windows/semaphore_windows.h"
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#include "drivers/windows/thread_windows.h"
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#include "servers/audio_server.h"
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#include "servers/visual/visual_server_raster.h"
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//#include "servers/visual/visual_server_wrap_mt.h"
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#include "global_config.h"
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#include "io/marshalls.h"
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#include "joypad.h"
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#include "lang_table.h"
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#include "main/main.h"
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#include "packet_peer_udp_winsock.h"
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#include "servers/audio_server.h"
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#include "servers/visual/visual_server_raster.h"
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#include "servers/visual/visual_server_wrap_mt.h"
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#include "stream_peer_winsock.h"
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#include "tcp_server_winsock.h"
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@ -1029,12 +1029,10 @@ void OS_Windows::initialize(const VideoMode &p_desired, int p_video_driver, int
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#endif
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visual_server = memnew(VisualServerRaster);
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// FIXME: Reimplement threaded rendering? Or remove?
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/*
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if (get_render_thread_mode()!=RENDER_THREAD_UNSAFE) {
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visual_server =memnew(VisualServerWrapMT(visual_server,get_render_thread_mode()==RENDER_SEPARATE_THREAD));
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if (get_render_thread_mode() != RENDER_THREAD_UNSAFE) {
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visual_server = memnew(VisualServerWrapMT(visual_server, get_render_thread_mode() == RENDER_SEPARATE_THREAD));
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}
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*/
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physics_server = memnew(PhysicsServerSW);
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physics_server->init();
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@ -34,7 +34,7 @@
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class SplitContainer : public Container {
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GDCLASS(SplitContainer, Container);
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GDCLASS(SplitContainer, Container)
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public:
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enum DraggerVisibility {
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