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2021-10-06bullet: Fix UWP build by disabling TaskScheduler dynamic loadingRémi Verschelde
Cf. https://github.com/bulletphysics/bullet3/pull/3991 (cherry picked from commit cbe0cff53dadc29735977899c69a5231cb00eff9)
2021-10-03Remove Scene dependency from the TextServer, use scalable hex box font ↵bruvzg
instead of built-in bitmap one.
2021-09-30Merge pull request #52544 from JFonS/lod_fixesJuan Linietsky
Auto LOD fixes and improvements
2021-09-30bullet: Sync with upstream 3.17Rémi Verschelde
Stop include Bullet headers using `-isystem` for GCC/Clang as it misleads SCons into not properly rebuilding all files when headers change. This means we also need to make sure Bullet builds without warning, and current version fares fairly well, there were just a couple to fix (patch included). Increase minimum version for distro packages to 2.90 (this was never released as the "next" version after 2.89 was 3.05... but that covers it too). Fixes #43868. (cherry picked from commit b7901c773c2eaff26b5c3a5342773a70571b2648)
2021-09-27Auto LOD fixes and improvementsjfons
* Fixed LODs for shadow meshes. * Added a merging step before simplification. This helps with tesselated meshes that were previously left untouched. The angle difference at wich edges ar considered "hard" can be tweaked as an import setting. * LODs will now start with the highest decimation possible and keep doubling (approximately) the number of triangles from there. This makes sure that very low triangle counts are included when possible. * Given more weight to normal preservation. * Modified MeshOptimizer to report distance-based error instead of including attributes in the reported metrics. * Added attribute transference between the original mesh and the various LODs. Right now only normals are taken into account, but it could be expanded to other attributes in the future.
2021-09-24Refactor and move easing equationskobewi
2021-09-22Merge pull request #52934 from akien-mga/etcpak-7c3cb6fRémi Verschelde
etcpak: Update to upstream commit 7c3cb6f (Jul 29, 2021)
2021-09-22Merge pull request #52933 from akien-mga/vulkan-1.2.190Rémi Verschelde
2021-09-22etcpak: Update to upstream commit 7c3cb6f (Jul 29, 2021)Rémi Verschelde
Adds a new `useHeuristics` compression mode for ETC2. Upstream defaults to enable it so we do the same.
2021-09-22Merge pull request #52932 from JFonS/upd_ebr_readmeRémi Verschelde
2021-09-22Vulkan: Update volk and Vulkan SDK components to 1.2.190Rémi Verschelde
2021-09-22Update thirdparty README for EmbreeJoan Fons
2021-09-22nanosvg: Sync with upstream ccdb199Rémi Verschelde
Includes fixes for a memory corruption bug (CVE-2019-1000032) and possible division by zero.
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.
2021-08-14Upgrade spirv-reflectPedro J. Estébanez
2021-08-13Upgrade Vulkan memory allocatorPedro J. Estébanez
2021-08-12Use "volk" instead of statically linked Vulkan loader.bruvzg
2021-08-11Update bundled Mozilla X.509 CA root certificatesMax Hilbrunner
Updated to latest upstream changes (2021-07-05 21:36:52 GMT), taken from https://github.com/bagder/ca-bundle/commit/8b263a18fca98ea371e54227837321c5cdaa1ba7
2021-07-20mbedtls: Update to upstream version 2.16.11Rémi Verschelde
2021-07-19[Editor Fonts] Add Noto Sans Bold font variant for supported languages.bruvzg
2021-07-11Implement Specialization Constantsreduz
* Added support to our local copy of SpirV Reflect (which does not support it). * Pass them on render or compute pipeline creation. * Not implemented in our shaders yet.
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
2021-05-30Meshoptimizer: Sync with upstream commit f5d83e8Johannes Witt
2021-05-22Update with experimental mesh optimizer.K. S. Ernest (iFire) Lee
Normals being optimized has better quality now. Test simplify once and then use a slightly less tolerant error for the target error.
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.
2021-05-17Use a DynamicFont for the default project themeHugo Locurcio
This makes font oversampling work out of the box, while also increasing the supported character set's size. The default font is now larger as well to better fit today's screen resolutions. The OpenSans SemiBold font was chosen for two reasons: - Small file size, yet its character set supports Latin-1 and Cyrillic text. - A heavier font weight looks better in most "game" scenarios and is more readable against mixed-color backgrounds. This is considered a breaking change as it changes the default font's metrics, which will likely affect how Control nodes are laid out in scenes (unless a custom font is in use).
2021-05-07basis_universal: Update to upstream commit from Apr 16, 2021Rémi Verschelde
BinomialLLC/basis_universal@ba1c3e40f1d434ebaf9a167b44e9b11d2bf0f765.
2021-04-23Add Embree-aarch64 thirdparty libraryjfons
2021-04-22ICU: Update to version 69.1, improve ICU data export process.bruvzg
2021-04-19Merge pull request #48002 from Geometror/update-meshoptimizerRémi Verschelde
update meshoptimizer to version 0.16
2021-04-18update meshoptimizer to 0.16Hendrik Brucker
2021-04-16Import: Cleanup and optimize etcpak compression methodRémi Verschelde
Avoid unnecessary allocation of temporary buffers for each mip, and creates only one Image with the compressed data. Also renames variable and reorders code for clarity. Clarify that squish is now only used for decompression. Documented which formats can be decompressed in Image.
2021-04-14etcpak: We only need the compression code, remove rest of etcpak appRémi Verschelde
We do our own image loading, threading, and memory management in Godot already, so the only components we need from etcpak (at least as of now) are the `Compress*` methods defined in `ProcessDxtc.cpp` and `ProcessRGB.cpp`. So we don't need to compile or vendor the rest.
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>
2021-03-24[Net] Fix miniupnpc UWP build.Fabio Alessandrelli
The patch has already been upstreamed, and custom patching won't be needed during next version update.
2021-03-16HarfBuzz: Update to version 2.8.0bruvzg
2021-03-16miniupnpc: Update to version 2.2.2Rémi Verschelde
2021-03-15[Net] Fix miniupnpc when no interface is specifiedFabio Alessandrelli
This is a tricky one, it used to work, but it was wrong, because in such a scenario instead of passing NULL as required by the API, it would pass a buffer containing the `\0` terminator. This stopped working on a specific miniupnpc version, when they fixed some network endianess issue on Windows, to which we made a workaround, which in turn would probably result in failures when the interface is specified. This commit address the issue properly, by checking the specified interface string size, and correctly passing NULL instead of the empty string when necessary. Also reverts the commit that introduced the bogus workaround: e85330231c729a88d5a478de2bbe4a61e5edeae3 One of those PR when the explaination is much longer then code changes :).
2021-03-12Bump mbedtls to version 2.16.10.Fabio Alessandrelli
2021-01-12Update PolyPartition / Triangulator libraryAaron Franke
2021-01-11Scale error in mesh optimizer so it uses absolute scale.K. S. Ernest (iFire) Lee
Switch to simplify sloppy for another try. Update to meshoptimizer e3f53f66e7a35b9b8764bee478589d79e34fa698.
2021-01-08Merge pull request #45021 from akien-mga/spirv-reflect-c0ce03aRémi Verschelde
spirv-reflect: Update to upstream commit c0ce03a (Jan 6, 2021)
2021-01-08Merge pull request #45020 from akien-mga/pcre-10.36Rémi Verschelde
pcre2: Update to upstream version 10.36
2021-01-08spirv-reflect: Update to upstream commit c0ce03a (Jan 6, 2021)Rémi Verschelde
2021-01-08pcre2: Update to upstream version 10.36Rémi Verschelde
Changelog: https://vcs.pcre.org/pcre2/code/tags/pcre2-10.36/ChangeLog?view=markup
2021-01-08r128: Update to upstream 1.4.4, fixes warningsRémi Verschelde
2021-01-08Merge pull request #45013 from akien-mga/enet-1.3.17Fabio Alessandrelli
enet: Sync with upstream 1.3.17
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.