Remove upstreamed patches.
Re-apply padlock and uwp patches.
NOTE: We could replace our padloack patch with mbedtls 3452.
(cherry picked from commit 36d316876b)
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.
(cherry picked from commit 77efd406bf)
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.
(cherry picked from commit 46d3effa99)
Async. compilation via ubershader is currently available in the scene and particles shaders only.
Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
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).
Since Embree v3.13.0 supports AARCH64, switch back to the
official repo instead of using Embree-aarch64.
`thirdparty/embree/patches/godot-changes.patch` should now contain
an accurate diff of the changes done to the library.
(cherry picked from commit 767e374dce)
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
Backport of #48239.
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:
388adac947
One of those PR when the explanation is much longer then code changes
:).
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.
There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.
The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.
This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
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.
(cherry picked from commit c6802a65c6)
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 🎆
(cherry picked from commit b5334d14f7)