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<title>godot.git/core/os/memory.cpp, branch fix/use-bin-name</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/core/os/memory.cpp?h=fix%2Fuse-bin-name</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/os/memory.cpp?h=fix%2Fuse-bin-name'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-08-27T12:16:55Z</updated>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:16:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:16:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bd282ff43f23fe845f29a3e25c8efc01bd65ffb0'/>
<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use atomics for memory use tracking</title>
<updated>2017-07-31T23:50:56Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-07-25T00:29:46Z</published>
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<id>urn:sha1:02607b3103d216dd49ad6fc9ded51773ddb47afd</id>
<content type='text'>
Plus:
- An allocation is counted only after checking its success.
- Max usage is updated after growing reallocs as well.
- Drop unused header.
- Changed the 0xFFF.. at get_mem_available() to -1 with a comment telling it's the same, but more universal.
</content>
</entry>
<entry>
<title>Revert "Improve reliability of memory stats"</title>
<updated>2017-07-11T12:26:34Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-07-11T12:26:34Z</published>
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<id>urn:sha1:711ebafa710f9097d6e0d3dbfb5f4b39f6283701</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Implement byte-tagging of memory</title>
<updated>2017-07-05T08:31:13Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-06-22T03:29:14Z</published>
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<id>urn:sha1:779693a79bd6859d6b7d2fad58dc5e20c97160c0</id>
<content type='text'>
Using a magic value for memory allocated but uninitialized and another one for memory about-to-be-released. Helps in debugging unitialized members, dangling pointerts, etc.

Disabled by default. Can be enabled for debug builds by defining `DEBUG_MEMORY_TAGGING`.
</content>
</entry>
<entry>
<title>Improve reliability of memory stats</title>
<updated>2017-07-05T08:26:55Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-07-05T08:15:42Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=490a2ff0b979ac783c93018f65a8c79cc539cd4c'/>
<id>urn:sha1:490a2ff0b979ac783c93018f65a8c79cc539cd4c</id>
<content type='text'>
The allocation count is managed atomically and where it actually should
change (for instance, not counting an allocation before its success has
been checked).

Bonus: Improve readability of the pre-pad checks.
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:11:42Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:11:42Z</published>
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<id>urn:sha1:df61dc4b2bd54a5a40c515493c76f5a458e5b541</id>
<content type='text'>
</content>
</entry>
<entry>
<title>A Whole New World (clang-format edition)</title>
<updated>2017-03-05T15:44:50Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-05T15:44:50Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5dbf1809c6e3e905b94b8764e99491e608122261'/>
<id>urn:sha1:5dbf1809c6e3e905b94b8764e99491e608122261</id>
<content type='text'>
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
</content>
</entry>
<entry>
<title>Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector</title>
<updated>2017-01-07T21:26:38Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-07T21:25:37Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=2ab83e1abbf5ee6d00e16056a9e9394114026f28'/>
<id>urn:sha1:2ab83e1abbf5ee6d00e16056a9e9394114026f28</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Changed memory functions, Memory::alloc_static*, simplified them, made them aligned to 16</title>
<updated>2017-01-06T13:15:44Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-06T13:15:44Z</published>
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<id>urn:sha1:53ce643e520de193c085c0c23046dcbd2e5308a5</id>
<content type='text'>
-Changed Vector&lt;&gt; template to fit this.
</content>
</entry>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-01T21:03:33Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
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<id>urn:sha1:c7bc44d5ad9aae4902280012f7654e2318cd910e</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
</content>
</entry>
</feed>
