Age | Commit message (Collapse) | Author |
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- `certs` and `editor_fonts` go to `thirdparty`
- `dist` and `scripts` go to a new `misc` folder
- `collada` and `doc` go to `tools/editor`
The next step will be to rename `tools/editor` to `editor` directly,
but this will be done at the right time to avoid breaking too many PRs.
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Musepack support was removed in 857c50db70ba52723214eca4639fe230fd827864.
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Had missed it in the previous commit as the upstream website is outdated.
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Also make Haiku load the glad header for GLES3 too,
though I haven't test it.
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Upstreams the workaround we had to use for OSX.
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Fixes a NULL pointer dereference bug (CVE-2016-10087).
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Sync with libsimplewebm-git: 05cfdc2
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Rename WinRT platform to UWP
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Only necessary files
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Comment out the weird workaround for building on Windows at it might
not be needed anymore. Testing needed to confirm.
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Not fully happy about the way this one interacts with the various
platforms. Maybe the platform_config.h should be generated by the
SCsub instead of passing a define just to know where is the header.
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Sources are untouched, tarball from https://sourceforge.net/projects/libsquish
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Same rationale as the previous commits.
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Same rationale as the previous commits.
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Took the opportunity to undo the Godot changed made to the
opus source. The opus module should eventually be built in its
own environment to avoid polluting others with too many include
dirs and defines.
TODO: Fix the platform/ stuff for opus.
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Note that there are two Godot-specific changes made to libwebp
for the javascript/HTML5 platform. They are documented in the
README.md.
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They are not particularly packaged in Linux distros so we do not
facilitate unbundling via SCons. There could be done if/when there
is interest.
Also s/pnm/pbm/, long-lived typo :)
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Building against shared libraries only implemented for Linux X11 so far.
TODO: Document Godot's modifications of upstream enet.
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Similar rationale as in previous commit.
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Uses the new structure agreed upon in #6157, but the thirdparty/ folder
does not behave following a logic similar to that of modules/ yet.
The png driver can't be moved to a module as discussed in #6157, as it's
required by core together with a few other ImageLoader implementations
(see drivers/register_driver_types.cpp:register_core_driver_types())
Dropped the possibility to disable PNG support, it's a core component
of Godot.
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