Age | Commit message (Collapse) | Author |
|
|
|
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
|
|
-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer.
-Integrated MeshOptimizer
-Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
|
|
Spotted via -Wunsequenced.
Easing equations had different behaviours depending on the toolchain
due to its abusing of inline assignments.
|
|
Add MP3 import and playback support
|
|
"open-simplex-noise-in-c" now updated to master and "opensimplex" module refactored accordingly
|
|
|
|
Fixes #44017 by changing the `normalize()` function to check for non-negative rather than non-zero via an epsilon check.
|
|
use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
|
|
HarfBuzz, Graphite).
|
|
TextServer.
|
|
nanosvg: Sync with upstream 3e403ec
|
|
Includes a patch for breakpoint inline assembly for macOS.
|
|
Includes some loop condition fixes after fuzzing.
The previously identified regression (#43641) is now fixed upstream.
|
|
This reverts commit f697e7879b0c1b37b94b890b3f2a9910e5d822a2.
Part of the update introduced a regression:
https://github.com/memononen/nanosvg/issues/188.
We could include a local revert of the problematic commit but let's just do a
full revert to our previous version, and I'll re-update once the regression
is fixed upstream.
Fixes #43641.
|
|
Includes some loop condition fixes after fuzzing.
|
|
This make sure that (1x1) , (1 x X) and (X , 1) pixel images using sub-sampling will get correct half_image_size i.e NON-NEGATIVE.
fix : https://github.com/godotengine/godot/issues/42363
|
|
|
|
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
|
|
|
|
Fix biased output of randi_range
|
|
|
|
Taken from https://github.com/KhronosGroup/Vulkan-Loader/pull/475.
Supersedes and reverts #43119 since the upstream change removes the need for
that custom define.
|
|
Fixes #43105.
|
|
vulkan: Sync loader, headers and glslang to sdk-1.2.154.0
|
|
|
|
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.
|
|
Applies VMA master branch patch that removes incorrect asserts:
issue: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/issues/102
patch: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/commit/39aeff7a434801c5f8a2432b9544a2165e63e697
|
|
build. Add ARM64 breakpoint inline assembly to "doctest".
|
|
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.
|
|
|
|
Upstreams our crash fixes from #38422 and #40174.
|
|
|
|
|
|
Backported from https://github.com/nothings/stb/pull/989.
Fixes #40164.
|
|
Update to wslay 1.1.1 .
|
|
A minor fix, but let's stay in sync.
|
|
|
|
Backporting this upstream patch:
https://github.com/OpenImageDenoise/mkl-dnn/commit/1e42e6db81e1a5270ecc0191c5385ce7e7d978e9
Fixes #39186.
|
|
Upgrade OIDN to 1.1.0, the latest stable version that doesn't need
the ISPC compiler.
Documented the changes made during the removal of TBB and added a patch
file for them.
|
|
|
|
|
|
Force using floats in cubemap coefficient
|
|
|
|
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.
|
|
|