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2020-02-11Initial work on Vulkan:Juan Linietsky
-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/)
2020-02-10Documented the new NavigationServer and all its associated nodes (2D and 3D)Duroxxigar
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.
2020-02-06Fix UPNP on windows after #30205.Fabio Alessandrelli
The problem could be related to different byte ordering when copying the interface address over the binding address.
2020-01-26mbedtls: Update to upstream version 2.16.4Rémi Verschelde
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.
2020-01-17Update libwebp to 1.1.0volzhs
2020-01-08bullet: Sync with upstream 2.89Rémi Verschelde
This allows distro unbundling again for distros that ship Bullet 2.89+.
2020-01-06Merge pull request #34843 from akien-mga/enet-1.3.14Fabio Alessandrelli
enet: Sync with upstream 1.3.14
2020-01-06Merge pull request #33566 from akien-mga/xatlas-5b9de84Rémi Verschelde
xatlas: Sync with upstream e12ea82
2020-01-05enet: Sync with upstream 1.3.14Rémi Verschelde
We still have local modifications necessary for IPv6 support and using Godot sockets.
2020-01-05enet: Resync with upstream we forked at, add patchRémi Verschelde
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
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.
2019-12-22xatlas: Sync with upstream e12ea82Rémi Verschelde
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.
2019-12-13vhacd: Patch to fix UWP ARM buildRémi Verschelde
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.
2019-12-10Fix build on musl-based systemsJames Westman
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.
2019-12-04Mono/C#: Several android fixesIgnacio Etcheverry
- 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.
2019-11-18Revert "Update opus to 1.3.1 and opusfile to 0.11"Rémi Verschelde
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.
2019-11-18Revert "opus: Packaging fixups after #33311"Rémi Verschelde
This reverts commit 0387657fa4c3c71c6cb427ce7ed8bbcdf17ba7e1.
2019-11-12opus: Packaging fixups after #33311Rémi Verschelde
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.
2019-11-12Merge pull request #33565 from akien-mga/vhacd-b07958eRémi Verschelde
vhacd: Sync with upstream b07958e
2019-11-12Merge pull request #33563 from akien-mga/tinyexr-656bb61Rémi Verschelde
tinyexr: Sync with upstream 656bb61
2019-11-12Merge pull request #33562 from akien-mga/nanosvg-25241c5Rémi Verschelde
nanosvg: Sync with upstream c1f6e20
2019-11-12Merge pull request #33561 from akien-mga/miniupnpc-0ab1d67Rémi Verschelde
miniupnpc: Sync with upstream master (0ab1d67)
2019-11-12Merge pull request #33560 from akien-mga/mbedtls-2.16.3Rémi Verschelde
mbedtls: Update to upstream version 2.16.3
2019-11-12vhacd: Sync with upstream b07958eRémi Verschelde
Nothing to see here, it is just a cosmetic sync to confirm that we have the latest upstream changes.
2019-11-12tinyexr: Sync with upstream 656bb61Rémi Verschelde
2019-11-12nanosvg: Sync with upstream c1f6e20Rémi Verschelde
Now formally unmaintained, so probably no further sync to expect from this repository.
2019-11-12miniupnpc: Sync with upstream master (0ab1d67)Rémi Verschelde
2019-11-12mbedtls: Update to upstream version 2.16.3Rémi Verschelde
2019-11-12glad: Sync with upstream 0.1.33Rémi Verschelde
2019-11-12Merge pull request #33311 from SneakyFish5/update-opusRémi Verschelde
Update opus to 1.3.1 and opusfile to 0.11
2019-11-10Merge pull request #33524 from SneakyFish5/update-std-vorbisRémi Verschelde
Update stb_vorbis to 1.17
2019-11-10Update stb_vorbis to 1.17Jonathan Mannancheril
2019-11-09Update zstd to 1.4.4Jonathan Mannancheril
2019-11-09Update opus to 1.3.1 and opusfile to 0.11unknown
2019-11-05Updated assimp to 308db73 from https://github.com/assimp/assimp/RevoluPowered
2019-11-05FBX Importer Generation 3RevoluPowered
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
2019-11-03Merge pull request #33254 from SneakyFish5/update-zstdRémi Verschelde
Update zstd to 1.4.3
2019-11-03Update zstd to 1.4.3unknown
2019-10-31Add new file in libogg readmeJonathan Mannancheril
2019-10-30Update libogg to upstream c8fca6bJonathan Mannancheril
2019-10-27Update libwebp to 1.0.3volzhs
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.
2019-09-19Implemented maya stingray supportRevoluPowered
2019-09-19Implemented basic texture mapping for PBR material definitionsRevoluPowered
This reads materials properly from Maya and expands on existing functionality to make this work properly. aiTextureType_SHININESS no longer used as not appropriate for PBR texture as it is legacy. This fix will be also present in assimp soon.
2019-09-01Assimp FBX Import supportGordon MacPherson
Issues fixed: - Updated assimp to latest and backported fixes into godot. - Fixed file scale being ignored from FBX file. - Fixed bone removal - Implemented proper armature binding - Fixed recursion not always going through the entire path - Implemented assimp global scaling system - Fixed assimp global scale process to support unit conversion - Implemented proper fbx scaling - Fixed asserts caused by missing faces in some models which could crash - Fixed valid bone removal - Fixed root node being overwriten by assimp which caused data loss - Fixed armature construction so that it works with multiple roots - Implemented basic support for FBX standard materials - Refactoring to improve code quality and improve function reuse. - Simplified node creation from assimp scene into subsections: create_light, create_mesh, create_bone. - Creating meshes is now done after hierarchy is created so that the skeleton is always available. - Added support to assimp to support file scale in all formats which call SetFileScale. - Many other fixes provided into assimp. Known issues: - FBX pivots from Maya do not currently work. (workaround: for now use blender import and export to remove pivot tracks) - Hierarchy creates an extra node for each mesh - this was done intentionally but we intended to do a pass to remove these as they're a required node. - When an animated mesh has not executed any animation the rest pose is wrong. Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2019-08-28Tweak xatlas and import new version b4b5426K. S. Ernest Lee
* Avoid xatlas crash * Enable alignment and disable bruteforce for speedups * Update xatlas to b4b5426 * Delete old patches
2019-08-02Fix error when building assimp on older Mac OS X version.follower
Prevents this error when building with Mac OS X 10.9 SDK: error: no member named 'atoi' in namespace 'std'; did you mean simply 'atoi'?
2019-07-30Merge pull request #30945 from RevoluPowered/feature/assimp_updateRémi Verschelde
Updated assimp to commit 1d565b0 with iFire