In some cases Godot can generate input parameters to Recast that cause it to crash. Specifically when baking NavigationMeshes for input meshes that have axis extents less than half the NavigationMesh CellSize.
This has been fixed upstream in Recast (in 3901c5854c). Updating Godot's Recast integration fixes this crash issue in Godot as well.
(cherry picked from commit 36de150c74)
Fixes the following error:
thirdparty/vhacd/inc/vhacdICHull.h:46:31: error: 'uint32_t' does not name a type
46 | ICHullError Process(const uint32_t nPointsCH, const double minVolume = 0.0);
| ^~~~~~~~
Note the upstream version of the third party library is not affected.
(cherry picked from commit a648d831a9)
Still tracking the `v1.0.1` tag for now, just reverting all the unnecessary
style changes that created a diff with upstream.
(cherry picked from commit 6c78170d8c)
Security update, fixes CVE-2018-25032 in zlib.
Preliminary assessment doesn't show Godot as affected since we don't
seem to call `deflate` with the problematic parameters, but the extent
of the vulnerability is not fully clear upstream yet.
(cherry picked from commit 420d0d50bc)
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.
(cherry picked from commit e375cbd094)
Change the entire navigation system.
Remove editor prefix from nav mesh generator class. It is now used for baking
at runtime as well.
Navigation supports obstacle avoidance now with the RVO2 library.
Nav system will also automatically link all nav meshes together to form one
overall complete nav map.
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).