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* Merge pull request #59510 from bruvzg/use_woff2_fontsRémi Verschelde2022-03-251-3/+3
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| * Convert the editor and default theme fonts to WOFF2 format to save space.bruvzg2022-03-251-3/+3
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* | Update basis universal to version 1.16.3.K. S. Ernest (iFire) Lee2022-03-241-1/+1
|/ | | Enable basis universal uastc internal storage instead of etc1s for better quality.
* Add brotli decoder and WOFF2 support.bruvzg2022-03-181-0/+5
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* Remove unused Bullet module and thirdparty codeRémi Verschelde2022-03-091-5/+0
| | | | | | | 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.
* ThorVG: Sync with upstream 0.8.0K. S. Ernest (iFire) Lee2022-03-081-1/+1
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* Add OpenXR 1.0.22 to thirdparty librariesBastiaan Olij2022-02-231-1/+5
| | | | | | Will be compiled and used in the next commit. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Merge pull request #36198 from Calinou/code-font-jetbrains-monoRémi Verschelde2022-01-201-6/+5
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| * Use JetBrains Mono as the editor's default code fontHugo Locurcio2022-01-051-6/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Remove support for PVRTC texture encoding and decodingHugo Locurcio2022-01-141-5/+0
| | | | | | | | | | | | | | 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.
* | Use ThorVG instead of NanoSVG for importing SVGsK. S. Ernest (iFire) Lee2022-01-141-4/+5
| | | | | | | | | | | | | | ThorVG is a platform-independent portable library for drawing vector-based scene and animation. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* | freetype: Update to upstream version 2.11.1Rémi Verschelde2022-01-131-1/+1
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* | HarfBuzz: Update to version 3.2.0bruvzg2022-01-121-2/+2
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-12/+12
| | | | Happy new year to the wonderful Godot community!
* Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm2021-11-231-0/+5
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* Merge pull request #55122 from akien-mga/zstd-1.5.0Rémi Verschelde2021-11-201-1/+1
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| * zstd: Update to upstream version 1.5.0Rémi Verschelde2021-11-191-1/+1
| | | | | | | | Release notes: https://github.com/facebook/zstd/releases/tag/v1.5.0
* | Merge pull request #55120 from akien-mga/pcre2-10.39Rémi Verschelde2021-11-201-2/+2
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| * | pcre2: Update to upstream version 10.39Rémi Verschelde2021-11-191-2/+2
| |/ | | | | | | Changelog: https://github.com/PhilipHazel/pcre2/blob/pcre2-10.39/ChangeLog
* | Merge pull request #55115 from akien-mga/tinyexr-1.0.1Rémi Verschelde2021-11-201-1/+1
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| * | tinyexr: Sync with upstream 1.0.1Rémi Verschelde2021-11-191-1/+1
| |/ | | | | | | | | | | 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.
* / miniupnpc: Update to version 2.2.3Rémi Verschelde2021-11-191-1/+1
|/ | | | | Library code and public headers are now properly separated, we can fix include paths to remove the redundant subfolder.
* Remove WebM support (and deps libvpx and opus)Rémi Verschelde2021-10-151-29/+0
| | | | | | | | | | | | | | | | | | | 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.
* doctest: Update to 2.4.6Rémi Verschelde2021-10-041-1/+1
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* Remove Scene dependency from the TextServer, use scalable hex box font ↵bruvzg2021-10-031-17/+0
| | | | instead of built-in bitmap one.
* Refactor and move easing equationskobewi2021-09-241-5/+7
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* HarfBuzz: Update to version 3.0.0bruvzg2021-09-201-1/+1
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* Replace stb_vorbis with libogg+libvorbisEllen Poe2021-09-091-1/+0
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* Makes FontData importable resource.bruvzg2021-08-271-0/+5
| | | | | | | Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support.
* Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke2021-08-221-2/+2
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* Upgrade Vulkan memory allocatorPedro J. Estébanez2021-08-131-1/+1
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* Use "volk" instead of statically linked Vulkan loader.bruvzg2021-08-121-5/+10
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* Implement shader cachingreduz2021-05-311-0/+6
| | | | | | | | | | | | * 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
* Merge pull request #48916 from mortarroad/master-convex-hull-portedRémi Verschelde2021-05-221-0/+8
|\ | | | | Replace QuickHull with Bullet's convex hull computer.
| * Replace QuickHull with Bullet's convex hull computer.Morris Tabor2021-05-221-0/+8
| | | | | | | | | | | | | | | | The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style. Additional changes: - extended PagedAllocator to allow leaked objects - applied patch from https://github.com/bulletphysics/bullet3/pull/3037
* | Upgrade Embree to the latest official release.jfons2021-05-211-2/+2
|/ | | | | | | | 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.
* Port changes to the "raycast" module build files from 3.xjfons2021-05-041-0/+5
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* ICU: Update to version 69.1, improve ICU data export process.bruvzg2021-04-221-1/+1
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* Merge pull request #47347 from nekomatata/heightmap-supportRémi Verschelde2021-04-201-0/+2
|\ | | | | Heightmap collision shape support in Godot Physics
| * Heightmap collision shape support in Godot PhysicsPouleyKetchoupp2021-03-251-0/+2
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* | update meshoptimizer to 0.16Hendrik Brucker2021-04-181-1/+1
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* | Add `etcpak` library for faster ETC/ETC2/S3TC imports.K. S. Ernest (iFire) Lee2021-04-131-4/+4
|/ | | | | | | | | | | | - `etc` module was renamed to `etcpak` and modified to use the new library. - PKM importer is removed in the process, it's obsolete. - Old library `etc2comp` is removed. - S3TC compression no longer done via `squish` (but decompression still is). - Slight modifications to etcpak sources for MinGW compatibility, to fix LLVM `-Wc++11-narrowing` errors, and to allow using vendored or system libpng. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Merge pull request #46937 from nekomatata/soft-body-supportRémi Verschelde2021-03-201-0/+2
|\ | | | | SoftBody support in GodotPhysics 3D
| * SoftBody support in GodotPhysics 3DPouleyKetchoupp2021-03-181-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | - Fixed SoftBody surface update with new rendering system - Added GodotPhysics implementation for SoftBody - Added support to get SoftBody rid to interact with the physics server - Added support to get SoftBody bounds from the physics server - Removed support for unused get_vertex_position and get_point_offset from the physics server - Removed SoftBody properties that are unused in both Bullet and GodotPhysics (angular and volume stiffness, pose matching) - Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
* | miniupnpc: Update to version 2.2.2Rémi Verschelde2021-03-161-1/+1
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* Cylinder support in Godot Physics 3DPouleyKetchoupp2021-02-101-0/+5
| | | | | | | | | | | | | | | | Cylinder collision detection uses a mix of SAT and GJKEPA. GJKEPA is used to find the best separation axis in cases where finding it analytically is too complex. Changes in SAT solver: Added support for generating separation axes for cylinder shape. Added support for generating contact points with circle feature. Changes in GJKEPA solver: Updated from latest Bullet version which includes EPA fixes in some scenarios. Setting a lower EPA_ACCURACY to fix accuracy problems with cylinder vs. cylinder in some cases.
* Update PolyPartition / Triangulator libraryAaron Franke2021-01-121-6/+6
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* Update COPYRIGHT.txt to reflect recent file location and name changes,Marcel Admiraal2021-01-101-23/+17
| | | | and a few other minor corrections.
* pcre2: Update to upstream version 10.36Rémi Verschelde2021-01-081-2/+2
| | | | Changelog: https://vcs.pcre.org/pcre2/code/tags/pcre2-10.36/ChangeLog?view=markup
* COPYRIGHT: Update with recent additions, cleanupRémi Verschelde2021-01-081-36/+212
| | | | | | | | 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.