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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
2021-05-22Merge pull request #48916 from mortarroad/master-convex-hull-portedRémi Verschelde
Replace QuickHull with Bullet's convex hull computer.
2021-05-22Replace QuickHull with Bullet's convex hull computer.Morris Tabor
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style. Additional changes: - extended PagedAllocator to allow leaked objects - applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-21Upgrade Embree to the latest official release.jfons
Since Embree v3.13.0 supports AARCH64, switch back to the official repo instead of using Embree-aarch64. `thirdparty/embree/patches/godot-changes.patch` should now contain an accurate diff of the changes done to the library.
2021-05-04Port changes to the "raycast" module build files from 3.xjfons
2021-04-22ICU: Update to version 69.1, improve ICU data export process.bruvzg
2021-04-20Merge pull request #47347 from nekomatata/heightmap-supportRémi Verschelde
Heightmap collision shape support in Godot Physics
2021-04-18update meshoptimizer to 0.16Hendrik Brucker
2021-04-13Add `etcpak` library for faster ETC/ETC2/S3TC imports.K. S. Ernest (iFire) Lee
- `etc` module was renamed to `etcpak` and modified to use the new library. - PKM importer is removed in the process, it's obsolete. - Old library `etc2comp` is removed. - S3TC compression no longer done via `squish` (but decompression still is). - Slight modifications to etcpak sources for MinGW compatibility, to fix LLVM `-Wc++11-narrowing` errors, and to allow using vendored or system libpng. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-03-25Heightmap collision shape support in Godot PhysicsPouleyKetchoupp
2021-03-20Merge pull request #46937 from nekomatata/soft-body-supportRémi Verschelde
SoftBody support in GodotPhysics 3D
2021-03-18SoftBody support in GodotPhysics 3DPouleyKetchoupp
- Fixed SoftBody surface update with new rendering system - Added GodotPhysics implementation for SoftBody - Added support to get SoftBody rid to interact with the physics server - Added support to get SoftBody bounds from the physics server - Removed support for unused get_vertex_position and get_point_offset from the physics server - Removed SoftBody properties that are unused in both Bullet and GodotPhysics (angular and volume stiffness, pose matching) - Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
2021-03-16miniupnpc: Update to version 2.2.2Rémi Verschelde
2021-02-10Cylinder support in Godot Physics 3DPouleyKetchoupp
Cylinder collision detection uses a mix of SAT and GJKEPA. GJKEPA is used to find the best separation axis in cases where finding it analytically is too complex. Changes in SAT solver: Added support for generating separation axes for cylinder shape. Added support for generating contact points with circle feature. Changes in GJKEPA solver: Updated from latest Bullet version which includes EPA fixes in some scenarios. Setting a lower EPA_ACCURACY to fix accuracy problems with cylinder vs. cylinder in some cases.
2021-01-12Update PolyPartition / Triangulator libraryAaron Franke
2021-01-10Update COPYRIGHT.txt to reflect recent file location and name changes,Marcel Admiraal
and a few other minor corrections.
2021-01-08pcre2: Update to upstream version 10.36Rémi Verschelde
Changelog: https://vcs.pcre.org/pcre2/code/tags/pcre2-10.36/ChangeLog?view=markup
2021-01-08COPYRIGHT: Update with recent additions, cleanupRémi Verschelde
Also include public domain assets in `COPYRIGHT.txt` with Unlicence text or dual-licensing scheme. And document commit hashes for most thirdparty code in `thirdparty/README.md` for clarity, and in case there's no tag matching the included version numbers.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-03Relicense Godot logo from CC-BY-3.0 to CC-BY-4.0Rémi Verschelde
Just a version update to be on the standard version. This has been approved by the copyright holder Andrea Calabró.
2020-11-26[Complex Text Layouts] Add third-party TextServer dependencies (ICU, ↵bruvzg
HarfBuzz, Graphite).
2020-11-26[Complex Text Layouts] Implement TextServer interface. Implement Fallback ↵bruvzg
TextServer.
2020-11-20doctest: Update to 2.4.1Andrii Doroshenko (Xrayez)
Includes a patch for breakpoint inline assembly for macOS.
2020-10-15vulkan: Sync loader, headers and glslang to sdk-1.2.154.0Rémi Verschelde
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.
2020-09-18zstd: Update to upstream version 1.4.5Rémi Verschelde
2020-09-09tinyexr: Sync with upstream 1.0.0Rémi Verschelde
2020-08-13Remove obsolete GLES2 backend codeRémi Verschelde
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.
2020-07-24t Add unit testing to Godot using DocTest and added to GitHub Actions CIRevoluPowered
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.
2020-06-06oidn: Fix build for VS 2017Rémi Verschelde
Backporting this upstream patch: https://github.com/OpenImageDenoise/mkl-dnn/commit/1e42e6db81e1a5270ecc0191c5385ce7e7d978e9 Fixes #39186.
2020-05-20xatlas: Sync with upstream 470576dRémi Verschelde
2020-05-16Remove HQ2X and the `Image.expand_2x_hq2x()` methodHugo Locurcio
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.
2020-05-11thirdparty: Cleanup after #38386, document provenance and copyrightRémi Verschelde
Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
2020-05-09freetype: Update to upstream version 2.10.2Rémi Verschelde
2020-04-30Merge pull request #38360 from akien-mga/drop-unused-curl_hostcheckRémi Verschelde
Drop now unused curl_hostcheck.c
2020-04-30Drop now unused curl_hostcheck.cRémi Verschelde
One less thirdparty library to document \o/
2020-04-30FastLZ: Update to upstream version 0.5.0Rémi Verschelde
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.
2020-04-21enet: Update to upstream version 1.3.15Rémi Verschelde
2020-03-09Revert "assimp: Sync with upstream 0201fc5"Rémi Verschelde
This reverts commit 78b22393a8dd182ee56d0448ed77ba4430de5e75. It caused a regression in FBX import leading to crashes. Fixes #36908.
2020-03-06assimp: Sync with upstream 0201fc5Rémi Verschelde
2020-02-14Remove incomplete battery status/power APIRémi Verschelde
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.
2020-02-11Vulkan: Move thirdparty code out of drivers, style fixesRémi Verschelde
- `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
2020-02-11basis_universal: Fix py3 build and document license and provenanceRémi Verschelde
Also drop unneeded files. Fix build with MinGW. Closes #32384.
2020-02-11Add static Vulkan loader.bruvzg
Initial Vulkan support for Windows. Initial Vulkan support for macOS.
2020-02-10- Integrated NavigationServer and Navigation2DServer.Andrea Catania
- Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU.
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-12-13Drop b2d_convexdecomp. no longer necessary.Rémi Verschelde
We now use `thirdparty/misc/triangulator.h` for all physics-related (collision, navigation) triangulation needs. Follow-up to #34293.
2019-10-03Remove unused stb_truetype-based DynamicFont implementationHugo Locurcio
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.
2019-07-11Merge pull request #30515 from akien-mga/tinyexr-a685e33Rémi Verschelde
tinyexr: Sync with upstream a685e33
2019-07-11Merge pull request #30514 from akien-mga/pcre2-10.33Rémi Verschelde
pcre2: Update to upstream version 10.33