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2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-12-13graphite: Update to latest Git, switch to MIT licenseRémi Verschelde
Graphite is now available under: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later We pick MIT which is the same as Godot's main license for simplicity. Remove define to skip deprecation warnings, upstream fixed those.
2022-11-30Update miniupnpc to 2.2.4DeeJayLSP
2022-11-14Regenerate GL loader code with GLAD 2Riteo
GLAD 1 creates unusable loaders for EGL, while the newly released GLAD 2 does not, so for consistency I thought that it would be a good idea to uniform things beforehand. While it had some API changes some renames were all that was needed and everything works like before, at least on the Wayland branch. I've kept the structure identical, although this new generator has quite a few hefty features, such as a single header mode. I've also added GLAD to `thirdparty/README.md`, but I haven't specified that in the commit title because it's a very small "fix".
2022-06-10etcpak: Update to upstream release 1.0 (June 4, 2022)Rémi Verschelde
No change compared to our previous commit, just documentation update and a release tag we can track.
2022-06-08Fix typo for TAA resolve shader in `COPYRIGHT.txt`Hugo Locurcio
2022-06-07Merge pull request #61319 from JFonS/taa_wipRémi Verschelde
Initial TAA implementation
2022-06-07Allow picking similar colours using OKHSL.K. S. Ernest (iFire) Lee
2022-06-07Initial TAA implementationjfons
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-05-31Add and improve license attribution for SSAO and SSIL shader codeclayjohn
2022-05-23Fix the logic to restart the Godot applicationFredia Huya-Kouadio
2022-05-17Merge pull request #61132 from akien-mga/freetype-cleanupRémi Verschelde
FreeType: Cleanup some unused files
2022-05-17FreeType: Cleanup some unused filesRémi Verschelde
2022-05-17pcre2: Update to upstream version 10.40Rémi Verschelde
Changelog: https://github.com/PCRE2Project/pcre2/blob/pcre2-10.40/ChangeLog
2022-03-30Remove ad-hoc FBX importerRémi Verschelde
This importer was the fruit of a lot of amazing reverse engineering work by RevoluPowered, based on the original Assimp importer that was introduced by fire. While promising and well tuned for a specific type of FBX scenes, it was found to have many flaws to support the many FBX exporters and legacy models that Godot users want to use. As we currently lack a maintainer to improve it, those issues are left unresolved and FBX import is still sub-par in the current Godot releases. After some experimentation, we're instead adding a new importer that relies on Facebook's `fbx2gltf` command line tool to convert FBX to glTF, so that we can then use our well-maintained glTF importer. See #59653 and https://github.com/facebookincubator/FBX2glTF for details.
2022-03-28Merge pull request #56718 from Geometror/noise-overhaulRémi Verschelde
2022-03-25Merge pull request #59510 from bruvzg/use_woff2_fontsRémi Verschelde
2022-03-25Convert the editor and default theme fonts to WOFF2 format to save space.bruvzg
2022-03-24Update basis universal to version 1.16.3.K. S. Ernest (iFire) Lee
Enable basis universal uastc internal storage instead of etc1s for better quality.
2022-03-20Add FastNoiseLite / general noise overhaulHendrik Brucker
- replace OpenSimplexNoise Co-authored-by: Cory Petkovsek <tinmanjuggernaut@users.noreply.github.com>
2022-03-18Add brotli decoder and WOFF2 support.bruvzg
2022-03-09Remove unused Bullet module and thirdparty codeRémi Verschelde
It has been disabled in `master` since one year (#45852) and our plan is for Bullet, and possibly other thirdparty physics engines, to be implemented via GDExtension so that they can be selected by the users who need them.
2022-03-08ThorVG: Sync with upstream 0.8.0K. S. Ernest (iFire) Lee
2022-02-23Add OpenXR 1.0.22 to thirdparty librariesBastiaan Olij
Will be compiled and used in the next commit. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-01-20Merge pull request #36198 from Calinou/code-font-jetbrains-monoRémi Verschelde
2022-01-14Remove support for PVRTC texture encoding and decodingHugo Locurcio
On the only platform where PVRTC is supported (iOS), ETC2 generally supersedes PVRTC in every possible way. The increased memory usage is not really a problem thanks to modern iOS' devices processing power being higher than its Android counterparts.
2022-01-14Use ThorVG instead of NanoSVG for importing SVGsK. S. Ernest (iFire) Lee
ThorVG is a platform-independent portable library for drawing vector-based scene and animation. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-01-13freetype: Update to upstream version 2.11.1Rémi Verschelde
2022-01-12HarfBuzz: Update to version 3.2.0bruvzg
2022-01-05Use JetBrains Mono as the editor's default code fontHugo Locurcio
This recently released font has been gaining popularity thanks to its readability and aesthetics. It also features font ligatures (enabled by default, but can be disabled in the Editor Settings). Its character set isn't as extensive as Hack's, but it should be sufficient for most uses. More information at <https://www.jetbrains.com/lp/mono/>. This also reorders the third-party font notices to be in alphabetical order.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
2021-11-20Merge pull request #55122 from akien-mga/zstd-1.5.0Rémi Verschelde
2021-11-20Merge pull request #55120 from akien-mga/pcre2-10.39Rémi Verschelde
2021-11-20Merge pull request #55115 from akien-mga/tinyexr-1.0.1Rémi Verschelde
2021-11-19zstd: Update to upstream version 1.5.0Rémi Verschelde
Release notes: https://github.com/facebook/zstd/releases/tag/v1.5.0
2021-11-19pcre2: Update to upstream version 10.39Rémi Verschelde
Changelog: https://github.com/PhilipHazel/pcre2/blob/pcre2-10.39/ChangeLog
2021-11-19miniupnpc: Update to version 2.2.3Rémi Verschelde
Library code and public headers are now properly separated, we can fix include paths to remove the redundant subfolder.
2021-11-19tinyexr: Sync with upstream 1.0.1Rémi Verschelde
Removes miniz as a bundled dependency, relies on our own zlib instead. Includes a couple commits ahead of `v1.0.1` tag to fix MinGW builds.
2021-10-15Remove WebM support (and deps libvpx and opus)Rémi Verschelde
We've had many issues with WebM support and specifically the libvpx library over the years, mostly due to its poor integration in Godot's buildsystem, but without anyone really interested in improving this state. With the new GDExtensions in Godot 4.0, we intend to move video decoding to first-party extensions, and this would likely be done using something like libvlc to expose more codecs. Removing the `webm` module means we can remove libsimplewebm, libvpx and opus, which we were only used for that purpose. Both libvpx and opus were fairly complex pieces of the buildsystem, so this is a nice cleanup. This also removes the compile-time dependency on `yasm`. Fixes lots of compilation or non-working WebM issues which will be linked in the PR.
2021-10-04doctest: Update to 2.4.6Rémi Verschelde
2021-10-03Remove Scene dependency from the TextServer, use scalable hex box font ↵bruvzg
instead of built-in bitmap one.
2021-09-24Refactor and move easing equationskobewi
2021-09-20HarfBuzz: Update to version 3.0.0bruvzg
2021-09-09Replace stb_vorbis with libogg+libvorbisEllen Poe
2021-08-27Makes FontData importable resource.bruvzg
Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support.
2021-08-22Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke
2021-08-13Upgrade Vulkan memory allocatorPedro J. Estébanez
2021-08-12Use "volk" instead of statically linked Vulkan loader.bruvzg
2021-05-31Implement shader cachingreduz
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v