It has been disabled in `master` since one year (#45852) and our plan
is for Bullet, and possibly other thirdparty physics engines, to be
implemented via GDExtension so that they can be selected by the users
who need them.
This updates VMA and instead of using the custom small pool approach from 4e6c9d3ae9, lazily creates pools for the relevant memory type indices, which doesn't require patching VMA.
Also, patches already merged upstream or not needed any longer are removed.
On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
ThorVG is a platform-independent portable library for drawing vector-based
scene and animation.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Fix include paths to support both vendored and system-installed glslang.
Remove usage of the private `StandAlone` bits.
Requires us to vendor a copy of `DefaultTBuiltInResource` (or provide our own
customized one) as glslang doesn't provide it in its public API.
Also removes unused C interface as it's not well encapsulated and depends on
`StandAlone`.
Fixes#56307.
This recently released font has been gaining popularity thanks to
its readability and aesthetics. It also features font ligatures
(enabled by default, but can be disabled in the Editor Settings).
Its character set isn't as extensive as Hack's, but it should be
sufficient for most uses.
More information at <https://www.jetbrains.com/lp/mono/>.
This also reorders the third-party font notices to be in
alphabetical order.
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.
80c52493ef
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.
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.
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 b7901c773c)
* 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.
* Added support to our local copy of SpirV Reflect (which does not support it).
* Pass them on render or compute pipeline creation.
* Not implemented in our shaders yet.
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v