Age | Commit message (Collapse) | Author |
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Happy new year to the wonderful Godot community!
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Keep applying the windows entropy patch (UWP support).
Remove no longer needed padlock patch.
Update thirdparty README to reflect changes, and new source inclusion
criteria.
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Remove upstreamed patches.
Re-apply padlock and uwp patches.
NOTE: We could replace our padloack patch with mbedtls 3452.
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printf() does not have a version that accepts std::string
as format string parameter.
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https://github.com/bagder/ca-bundle/commit/edd798d35abc8cc32519b08b3d8485780bb0fd20
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https://github.com/BinomialLLC/basis_universal/commit/646a9f826131cb0b9e14b5e4740874808315f83a
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https://github.com/tatsuhiro-t/wslay/commit/45d22583b488f79d5a4e598cc7675c191c5ab53f
Mostly style changes, a couple new methods and fixes.
Tweak file structure a bit.
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Fixes various bugs, including several ones with security relevance.
Changes: https://github.com/xiph/vorbis/releases/tag/v1.3.7
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https://github.com/zeux/meshoptimizer/commit/f4c356d79fadb99cbf432f7e199d823581b0e19e
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Changes: https://chromium.googlesource.com/webm/libwebp/+/1.2.1/NEWS
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Release notes: https://github.com/facebook/zstd/releases/tag/v1.5.0
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https://github.com/jpcy/xatlas/commit/ec707faeac3b95e6b416076a9509718cce105b6a
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Changelog: https://github.com/PhilipHazel/pcre2/blob/pcre2-10.39/ChangeLog
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Mostly a cosmetic update, we were already on a commit close to what
ended up being tagged as 1.3.5. Adds an extra buffer overflow fix.
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https://github.com/silnrsi/graphite/commit/80c52493ef42e6fe605a69dcddd2a691cd8a1380
Includes a fix for inaccurate slice range calculation for bases with diacritics.
Also removes unnecessary ChangeLog, and updated unrelated vhacd commit to match
currently used one.
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Library code and public headers are now properly separated, we can fix include paths
to remove the redundant subfolder.
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Removes miniz as a bundled dependency, relies on our own zlib instead.
Includes a couple commits ahead of `v1.0.1` tag to fix MinGW builds.
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First implementation with Linux display manager.
- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).
Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
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Fixes engine startup time regression described here:
https://github.com/godotengine/godot/issues/43351#issuecomment-847466783
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We've had many issues with WebM support and specifically the libvpx library
over the years, mostly due to its poor integration in Godot's buildsystem,
but without anyone really interested in improving this state.
With the new GDExtensions in Godot 4.0, we intend to move video decoding to
first-party extensions, and this would likely be done using something like
libvlc to expose more codecs.
Removing the `webm` module means we can remove libsimplewebm, libvpx and
opus, which we were only used for that purpose. Both libvpx and opus were
fairly complex pieces of the buildsystem, so this is a nice cleanup.
This also removes the compile-time dependency on `yasm`.
Fixes lots of compilation or non-working WebM issues which will be linked
in the PR.
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Backports PR https://github.com/ARMmbed/mbedtls/pull/4948 to fix a regression
with our macOS builds using Clang 12.
Fixes #53297.
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Cf. https://github.com/bulletphysics/bullet3/pull/3991
(cherry picked from commit cbe0cff53dadc29735977899c69a5231cb00eff9)
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instead of built-in bitmap one.
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Auto LOD fixes and improvements
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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)
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* 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.
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