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.
(cherry picked from commit 5167c9186a)
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
(cherry picked from commit 3806efbaa7)
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.
(cherry picked from commit 8189abd64a)
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.
(cherry picked from commit 9a727714ee)
- 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.
(cherry picked from commit 9d8a9ea826)
The problem could be related to different byte ordering when copying
the interface address over the binding address.
(cherry picked from commit e85330231c)
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This is a very outdated copy of Bullet's btScalar.h,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.