For MinGW this is tricky to do as a two-step process like it was implemented,
as `std:🧵:native_handle()` is implementation-defined and depending on
the MinGW distribution, it may or may not be a pthread handle.
With mingw-gcc as packaged in Linux distros with pthread support it worked
fine, but with llvm-mingw it was problematic.
Setting the name in the thread directly as done for Apple platforms is simpler
and works fine.
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
- `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>
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:
e85330231c
One of those PR when the explaination is much longer then code changes
:).
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.
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
Updated glslang and Vulkan headers/loader following the instructions found in thirdparty/README.
glslang was updated to the 'known good' matching Vulkan SDK version 1.2.162.0. Vulkan headers and loader were updated to the commit tagged with sdk-1.2.162.0.
'vk_mem_alloc.h' and 'vk_mem_alloc.c' are unchanged since there hasn't been a new tagged release since 2.3.0.
Here's the Vulkan release notes for this update:
https://vulkan.lunarg.com/doc/sdk/1.2.162.0/windows/release_notes.html
Reverted and removed the unnecessary fix-mingw-snprintf patch for glslang as well as the mention of it in thirdparty/README.md.
-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
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.
This reverts commit f697e7879b.
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.
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.
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.
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.
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.
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
The previous code would always use SSE2 intrinsics, which is not valid
on UWP ARM platforms (and likely not on some x86 platforms either).
The patch has been submitted upstream too:
https://github.com/richgel999/jpeg-compressor/pull/13
Upstream development restarted after 13 years. Changes:
2020-02-02: Version 0.5.0
Minor speed improvement on the decompressor.
Prevent memory violation when decompressing corrupted input.
2020-01-10: Version 0.4.0
Only code & infrastructure clean-up, no new functionality.
The comment mentioned a conflict with libwebsockets, but we actually
still get this conflict even now that we don't use libwebsockets.
Not sure what component is clashing but we should basically just keep
this patch.
Follow-up to #36823.
For some weird reason 'git apply' does not error out when it does nothing,
so I missed that I did not apply the patch properly in #36823...
This broke the UWP 32-bit x86 build.
Upstream removed the option in KhronosGroup/Vulkan-Loader#260, which
breaks our current use case.
This commit reverts KhronosGroup/Vulkan-Loader#260 is our vendored
loader.
We may need to re-evaluate how we link the loader, but until then,
reverting this PR fixes Windows support after the upgrade to a recent
SDK version in #36932.
- Improve the SCsub to allow unbundling and remove unnecessary code.
- Move files around to match upstream source.
- Re-sync with upstream commit 308db73d0b3c2d1870cd3e465eaa283692a4cf23
to ensure we don't have local modifications.
- Doesn't actually build against current version 5.0.1 due to the lack
of the new ArmaturePopulate API that Gordon authored. We'll have to
wait for a public release with that API (5.1?) to enable unbundling.
- 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.
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
-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/)
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.
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.
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.
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.
- 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.
This reverts commit e00426c512.
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.
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.
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
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.
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.
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>