Commit graph

500 commits

Author SHA1 Message Date
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde
6010c49424
Merge pull request #44740 from fire/mesh-opt-collapse
Meshoptimizer Update: Restrict edge collapses to avoid triangle flipping
2020-12-30 16:40:44 +01:00
K. S. Ernest (iFire) Lee
8b69f9c18a Meshoptimizer update library 2020-12-30 06:30:25 -08:00
Rémi Verschelde
e495c2cb21
bullet: Sync with upstream 3.08 2020-12-30 13:39:14 +01:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
bruvzg
86006ce476
HarfBuzz: Update to upstream version 2.7.4 2020-12-27 10:38:37 +02:00
Rémi Verschelde
727faf9b48
Merge pull request #44540 from jacobcoughenour/vulkan-sdk-1.2.126.0
Vulkan: loader, headers, and glslang updated to sdk-1.2.162.0
2020-12-23 01:13:18 +01:00
Gordon MacPherson
5b5fdb0adf remove assimp pending fbx upgrade 2020-12-22 21:31:06 +00:00
jacobcoughenour
66d429576c Vulkan: loader, headers, and glslang updated to sdk-1.2.162.0
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.
2020-12-21 20:28:49 -05:00
Rémi Verschelde
0923494c78
Merge pull request #44507 from bruvzg/icu_update_68_2
ICU: Update to upstream release 68.2
2020-12-21 12:36:47 +01:00
Rémi Verschelde
229fb888a3
Merge pull request #44505 from akien-mga/mbedtls-2.16.9
mbedtls: Update to upstream version 2.16.9
2020-12-19 13:11:02 +01:00
reduz
7bf90c7888 Improved shadow rendering efficiency
-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
2020-12-18 19:47:32 -03:00
bruvzg
bf5ca85d61
ICU: Update to upstream release 68.2 2020-12-18 23:03:46 +02:00
Rémi Verschelde
2872006039
mbedtls: Update to upstream version 2.16.9 2020-12-18 21:43:21 +01:00
reduz
d2302f53d6 Implement automatic LOD (Level of Detail)
-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
2020-12-18 15:48:03 +01:00
Rémi Verschelde
3cbf8bde84
bullet: Sync with upstream 3.07 2020-12-18 13:41:11 +01:00
Rémi Verschelde
c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
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.
2020-12-18 10:29:34 +01:00
reduz
77a045e902 Rework Mesh handling on scene importing.
-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.
2020-12-13 21:29:51 -03:00
Fabio Alessandrelli
3936da7ab4 Fix some easing equations' undefined behaviours.
Spotted via -Wunsequenced.
Easing equations had different behaviours depending on the toolchain
due to its abusing of inline assignments.
2020-12-08 18:21:16 +01:00
Rémi Verschelde
d32878bfa8
Merge pull request #43007 from DeleteSystem32/mp3-support
Add MP3 import and playback support
2020-12-07 11:36:03 +01:00
Sacha Waked
7e2b88a7eb Updated open-simplex to have const noise functions
"open-simplex-noise-in-c" now updated to master and "opensimplex" module refactored accordingly
2020-12-04 11:26:05 +01:00
Vincent
704d6de84c add mp3 import and playback support 2020-12-03 17:51:43 +01:00
Adam Brown
23c754360a xatlas: Sync with upstream 5571fc7
Fixes #44017 by changing the `normalize()` function to check for non-negative rather than non-zero via an epsilon check.
2020-12-02 00:17:45 -08:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
bruvzg
b9f441e81e
[Complex Text Layouts] Add third-party TextServer dependencies (ICU, HarfBuzz, Graphite). 2020-11-26 13:55:27 +02:00
bruvzg
493da99269
[Complex Text Layouts] Implement TextServer interface. Implement Fallback TextServer. 2020-11-26 13:55:26 +02:00
Rémi Verschelde
932c6ff3fb
Merge pull request #43719 from akien-mga/nanosvg-3e403ec
nanosvg: Sync with upstream 3e403ec
2020-11-20 18:42:43 +01:00
Andrii Doroshenko (Xrayez)
282ac09eef doctest: Update to 2.4.1
Includes a patch for breakpoint inline assembly for macOS.
2020-11-20 13:50:07 +02:00
Rémi Verschelde
1bb6491992
nanosvg: Sync with upstream 3e403ec
Includes some loop condition fixes after fuzzing.

The previously identified regression (#43641) is now fixed upstream.
2020-11-20 12:01:29 +01:00
Rémi Verschelde
cd6afc05d1
Revert "nanosvg: Sync with upstream cc6c08d"
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.
2020-11-18 13:23:17 +01:00
Rémi Verschelde
f697e7879b
nanosvg: Sync with upstream cc6c08d
Includes some loop condition fixes after fuzzing.
2020-11-18 08:21:46 +01:00
Pun1sher
ec6a4c92fe
Checking for half_image_size[ x & y ] to be non-negative.
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
2020-11-10 21:23:08 +05:30
bruvzg
70bdf0ecf2
Update "open-simplex-noise-in-c" to fix undefined signed overflow. 2020-11-09 14:31:12 +02:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Yuri Roubinsky
38fb26794b Exposed randi_range to global funcs + renamed rand_range to randf_range 2020-11-06 17:06:26 +03:00
Rémi Verschelde
f98db723b9
Merge pull request #43184 from Chaosus/fix_randi_range_biased
Fix biased output of randi_range
2020-10-30 15:00:44 +01:00
Yuri Roubinsky
31faa1f226 Fix biased output of randi_range 2020-10-29 15:41:00 +03:00
Rémi Verschelde
6a951267ae
vulkan: Backport build fix for MinGW-w64 8.0.0
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.
2020-10-29 12:47:35 +01:00
Rémi Verschelde
9000db505e
vulkan: Re-add Windows patch to fix static library use
Fixes #43105.
2020-10-26 23:30:47 +01:00
Rémi Verschelde
825ab3b784
Merge pull request #42817 from akien-mga/vulkan-sdk-1.2.154.0
vulkan: Sync loader, headers and glslang to sdk-1.2.154.0
2020-10-26 15:15:19 +01:00
volzhs
42959d54ff Update freetype to 2.10.4 2020-10-22 01:47:48 +09:00
Rémi Verschelde
148ad49c93
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.
2020-10-15 12:29:42 +02:00
Rémi Verschelde
914591c9ae
zstd: Update to upstream version 1.4.5 2020-09-18 21:47:12 +02:00
Rémi Verschelde
fa35f53dd2
tinyexr: Sync with upstream 1.0.0 2020-09-09 22:07:24 +02:00
Fabio Alessandrelli
a905764e3d Update mbedTLS to version 2.16.8 (+ patch). 2020-09-07 15:47:38 +02:00
Rémi Verschelde
33b2070d2e Remove obsolete GLES2 backend code
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.
2020-08-13 10:04:53 +02:00
Sergey Minakov
6e0d4e21ff Thirdparty Vulkan: patch VMA to fix assets
Applies VMA master branch patch that removes incorrect asserts:
issue: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/issues/102
patch: 39aeff7a43
2020-07-25 21:55:05 +02:00
bruvzg
09f301029a
[macOS / ARM64] Remove "-msse2" flag from ARM64 release export template build. Add ARM64 breakpoint inline assembly to "doctest". 2020-07-24 17:54:34 +03:00
RevoluPowered
579342810f t Add unit testing to Godot using DocTest and added to GitHub Actions CI
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.
2020-07-24 13:05:33 +01:00
Rémi Verschelde
896e7193d8 ENetGodot: Apply clang-format and style guide 2020-07-21 11:48:14 +02:00