Age | Commit message (Collapse) | Author |
|
Includes a patch for breakpoint inline assembly for macOS.
|
|
Actually sdk-1.2.154.1 for Vulkan-Loader.
glslang is updated to bacaef3237c515e40d1a24722be48c0a0b30f75f which is the
known-good version for Vulkan-ValidationLayers 1.2.154.0.
COPYRIGHT.txt was synced with the current version of the glslang LICENSE.txt,
and `glslang/register_types.cpp` now uses the upstream definition for its
default builtin resource instead of hardcoding it.
|
|
|
|
|
|
This code currently isn't compiled (and cannot compile).
We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.
The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
|
|
Implements exit codes into the engine so tests can return their statuses.
Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically.
Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header.
This lowers the complexity of running the unit tests and even for
physics should be possible to implement such a fix.
|
|
Backporting this upstream patch:
https://github.com/OpenImageDenoise/mkl-dnn/commit/1e42e6db81e1a5270ecc0191c5385ce7e7d978e9
Fixes #39186.
|
|
|
|
As of Godot 3.0, HQ2X is no longer used to upscale the editor theme
and icons on hiDPI displays, which limited its effective uses.
HQ2X was also used to upscale the project theme when the "Use Hidpi"
project setting was enabled, but results were often less than ideal.
The new StyleBoxFlat and SVG support also make HQ2X less important
to have as a core feature.
This decreases binary sizes slightly (-150 KB on most platforms,
-212 KB on WebAssembly release).
This partially addresses #12419.
|
|
Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
|
|
|
|
Drop now unused curl_hostcheck.c
|
|
One less thirdparty library to document \o/
|
|
Upstream development restarted after 13 years. Changes:
2020-02-02: Version 0.5.0
Minor speed improvement on the decompressor.
Prevent memory violation when decompressing corrupted input.
2020-01-10: Version 0.4.0
Only code & infrastructure clean-up, no new functionality.
|
|
|
|
This reverts commit 78b22393a8dd182ee56d0448ed77ba4430de5e75.
It caused a regression in FBX import leading to crashes.
Fixes #36908.
|
|
|
|
It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.
Closes #8770.
|
|
- `vk_enum_string_helper.h` is a generated file taken from the SDK
(Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
|
|
Also drop unneeded files.
Fix build with MinGW. Closes #32384.
|
|
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
|
|
- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.
This work has been kindly sponsored by IMVU.
|
|
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
|
|
We now use `thirdparty/misc/triangulator.h` for all physics-related
(collision, navigation) triangulation needs.
Follow-up to #34293.
|
|
The DynamicFont implementation currently in use is based on
FreeType, which provides much better visual quality.
This old implementation wasn't exposed anywhere, so this shouldn't
break compatibility.
This decreases binary sizes by a few kilobytes.
|
|
tinyexr: Sync with upstream a685e33
|
|
pcre2: Update to upstream version 10.33
|
|
stb_vorbis: Update to upstream version 1.16
|
|
glad: Sync with upstream 0.1.31
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Both client and server are supported on native builds (as usual).
SSL server is still not supported, but will soon be possible with this
new library.
The API stays the same, we just need to work out potential issues due to
this big library switch.
|
|
Godot core needs MD5/SHA256/AES/Base64 which used to be provided by
separate libraries.
Since we bundle mbedtls in most cases, and we can easily only include
the needed sources if we so desire, let's use it.
To simplify library changes in the future, and better isolate header
dependencies all functions have been wrapped around inside a class in
`core/math/crypto_base.h`.
If the mbedtls module is disabled, we only bundle the needed source
files independently of the `builtin_mbedtls` option.
If the module is enabled, the `builtin_mbedtls` option works as usual.
Also remove some unused headers from StreamPeerMbedTLS which were
causing build issues.
|
|
Fixes CVE-2019-7317.
|
|
xatlas: Document provenance, copyright and custom changes
|
|
Imported by @reduz from https://github.com/jpcy/xatlas/commit/b8ec29b6b62fb808823e042df5f0f800c07f2e8b
Custom changes will be remade properly in the next commit.
|
|
Since f12cb82 @reduz dropped the use of the thirdparty thekla_atlas
library, which is replaced by xatlas.
Fixes #28180.
Fixes #28182.
|
|
Godot-specific changes will then be redone without touching upstream formatting.
Also documented current state in thirdparty/README.md and added LICENSE.
Add vhacd to COPYRIGHT.txt.
|
|
From https://github.com/assimp/assimp repo at d2b45377e4b09a1f43be95e45553afcc06b03f4b
|
|
Notably, we now track stable Bullet 2.88, so distros can
unbundle it again.
|
|
We've been defaulting to WASAPI since 3.0 and it's superior to RtAudio
in all aspects.
Obsoletes and closes #25503.
Also enable WINMIDI on MinGW, this had been missed initially.
Fix os_windows.cpp and crash_handler_windows.cpp which had weird
dependencies on RtAudio.h's includes (ugh).
|
|
Happy new year to the wonderful Godot community!
|
|
- The `cpu-features.{c,h}` code was only used by chance by the webm
(libvpx) code, so I moved it there. It was actually introduced before
that and wasn't in use, and libvpx just happened to be able to
compile thanks to it being bundled.
It could potentially be compiled on the fly from the Android NDK, but
since we plan to replace the webm module by a GDNative plugin in the
near future, I went the bundling route.
- `ifaddrs_android.h` is already provided in the Android NDK as
`ifaddrs.h`, same as on other Unixes. Yet we cannot use it until we
up the min API level to 24, where `getifaddrs` is first defined.
I moved the files to `thirdparty/misc` and synced them with upstream
WebRTC (only indentation changes and removal of `static` qualifiers).
Also removes dropped thirdparty files from COPYRIGHT.txt after changes
in #24105 and #24145.
|
|
Fixes #24247.
|
|
It was Godot-ified and integrated into Tween originally (#628)
without mention that it was thirdparty code, but it's actually
derived from https://github.com/jesusgollonet/ofpennereasing.
It's also very bad quality code and should be replaced by a better,
properly-maintained library of easing equations.
|
|
As noted in #21600.
|