Age | Commit message (Collapse) | Author |
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Linux).
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[MinGW] Remove unused WinAPI includes/defines from RVO2.
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- `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
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Also drop unneeded files.
Fix build with MinGW. Closes #32384.
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- Renamed option to `builtin_vulkan`, since that's the name of the
library and if we were to add new components, we'd likely use that
same option.
- Merge `vulkan_loader/SCsub` in `vulkan/SCsub`.
- Accordingly, don't use built-in Vulkan headers when not building
against the built-in loader library.
- Drop Vulkan registry which we don't appear to need currently.
- Style and permission fixes.
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MinGW-w64 ships all Windows SDK headers as lowercase, which prevents
cross-compiling this code from Linux.
Windows filesystems are case insensitive so it should work fine with
lowercase includes.
PR'ed upstream: https://github.com/KhronosGroup/Vulkan-Loader/pull/212
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Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
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GLSLang out.
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-Added VulkanContext
-Added an X11 implementation
-Added a rendering device abstraction
-added a Vulkan rendering device abstraction
-Engine does not work, only shows Godot logo (run it from bin/)
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- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.
This work has been kindly sponsored by IMVU.
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The problem could be related to different byte ordering when copying
the interface address over the binding address.
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Fixes CVE-2019-18222.
`include/mbedtls/version.h` was modified to include the forgotten
version bump to 2.16.4, fixed upstream by ARMmbed/mbedtls#2992.
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This allows distro unbundling again for distros that ship Bullet 2.89+.
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enet: Sync with upstream 1.3.14
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xatlas: Sync with upstream e12ea82
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We still have local modifications necessary for IPv6 support
and using Godot sockets.
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Before rebasing on the newly released enet 1.3.14, let's resync with the actual
commit we initially imported, which seems to be:
https://github.com/lsalzman/enet/commit/f46fee0acc8e243b2b6910b09693f93c3aad775f
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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.
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We now use `thirdparty/misc/triangulator.h` for all physics-related
(collision, navigation) triangulation needs.
Follow-up to #34293.
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This is a very outdated copy of Bullet's btScalar.h,
we're probably only discovering the tip of the bad
cross-platform compatibility of the unmaintained vhacd.
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On some systems, including Alpine Linux, musl is used instead of
glibc. This commit patches the third-party V-HACD module to provide
a macro not provided by musl.
Fixes #31555.
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- Added correct config file for android dllmaps.
- Fix __Internal DllImports with a dlopen fallback.
- Add missing P/Invoke functions and internal calls expected by the monodroid BCL and our custom version of the 'Android.Runtime.AndroidEnvironment' class (this last one can be found in the godot-mono-builds repo).
- Make sure to set 'btls' instead of 'legacy' as the default TLS provider on Android.
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This reverts commit e00426c512a7905f5f925d382c443bab7a0ca693.
The way we handle platform-specific intrinsics is not good, so the
current state will not compile on armv8. This commit also requires
SSE4.1 support, which is likely not a good idea for portable binaries.
We'll have to redo this with more caution after 3.2 is released, or
we might simply drop opus as we're only using it as dependency for
theora right now.
Fixes #33606.
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This reverts commit 0387657fa4c3c71c6cb427ce7ed8bbcdf17ba7e1.
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Removes the custom code for VS2012 support in config.h,
and reduces diff with upstream config.h.
We still have many custom defines for ARM optimizations
which we probably don't use properly, since we don't
compile the included asm code, so a thorough review and
cleanup would be welcome.
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vhacd: Sync with upstream b07958e
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tinyexr: Sync with upstream 656bb61
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nanosvg: Sync with upstream c1f6e20
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miniupnpc: Sync with upstream master (0ab1d67)
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mbedtls: Update to upstream version 2.16.3
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Nothing to see here, it is just a cosmetic sync to confirm
that we have the latest upstream changes.
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Now formally unmaintained, so probably no further sync to expect
from this repository.
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Update opus to 1.3.1 and opusfile to 0.11
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Update stb_vorbis to 1.17
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Basic skin support
Various fixes
- Fixes bind mount id and mesh index
- Fixed duplicate nodes being created
- Prevented leak when instances being freed during re-import.
- Improved camera and light transform import
- skeleton handling and technical debt removal
- ASSIMP: bone nodes were unlinked from bones by this code
- bone_add working can distinguish between armatutes
- Updated transform to be the correct offset
- Added safety for state.root node errors
- Fixed memory leak with leaf bones
- Implemented children re-parenting for mesh template
- import_animation fixes to basic skeleton data
- Adds some more debug messages
- Fixed Godot import segfault
- Fix build failing on mono
- Clear resources we use which are no longer required after import
- Fixed bone duplication issue
- Working skeleton_bone_map which can lookup armatures properly now.
- Fixed stack being used up when mesh swapped & Fixed bone ID
Additional notes:
We use a mesh template which is a fake node to instance the initial
mesh nodes . This is to ensure the entire tree can be built.
We replace mesh node templates with the real mesh after the
skeleton is available, since this makes it ensure that the fully
built skeleton exists with all bones, all nodes, etc.
The bone stack is a stack which pops when it finds bones,
this overcomes duplicate bones with the same names.
FBX has lots of these because animation armature has bone names like bone001
and another armature will also have bone001
Fixed errors in node path assignment
Simple explanation:
- Every mesh uses a node from the stack
- Node stack was empties before completed
- Every time node not found, stack must be rebuilt to maintain correct armature order :)
Additional fixes:
- Fixes destructor in assimp
- Implements aiNode* mArmature in bone data
- Implements aiNode* mParent in bone data
- Fixes parent ID on bones.
Implemented skeleton assignment in generate_mesh_indicies
This is the only place we can safely do a lookup for the skeleton for the mesh.h
I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function.
Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification.
Fixed import_animation spawning tracks per skin
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Update zstd to 1.4.3
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