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* Merge commit godotengine/godot@f128f383e892865379cb8b14e7bcc9858efe2973Spartan3222024-11-271-1/+1
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| * clipper2: Update to 1.4.0Jakub Marcowski2024-11-261-1/+1
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* | Merge commit godotengine/godot@87318a2fb7fffeb72adca934e31915be077c3d1fSpartan3222024-11-061-1/+1
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| * smol-v: update to 2024 to support SPIR-V 1.6Stuart Carnie2024-11-031-1/+1
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* | Merge commit godotengine/godot@8004c7524fb9f43425c4d6f614410a76678e0f7cSpartan3222024-10-301-1/+191
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| * Include full Apache-2.0 license in COPYRIGHT.txtMartin Riesz2024-10-291-0/+190
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| * Update meshoptimizer to 0.22Arseny Kapoulkine2024-10-261-1/+1
| | | | | | | | | | | | | | | | | | The Godot-specific patch is just a single line now; removing this patch will likely require adjusting Godot importer code to handle error limits better. This also adds new SIMPLIFY_ options; Godot is currently not using any of these but might use SIMPLIFY_PRUNE and SIMPLIFY_SPARSE in the future.
* | update logo license and copyright fileradenthefolf2024-10-171-5/+8
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* | Rebrand Godot to RedotRandolph W. Aarseth II2024-10-111-12/+18
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Add Linux Editor tests workflow matrix Add Windows Editor w/ Mono workflow matrix Add Generate Glue Code job to Windows workflow Add Build GodotSharp job to Windows workflow Add godot compatibility version references Add Godot author info Add Godot version compatibility info Add Godot donor info Add Godot authors and donors to editor_about.cpp Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Move Godot Physics 2D into a module; add dummy 2D physics serverRicardo Buring2024-09-231-5/+5
| | | | | | | | | | | | If the module is enabled (default), 2D physics works as it did before. If the module is disabled and no other 2D physics server is registered (via a module or GDExtension), then we fall back to a dummy implementation which effectively disables 2D physics functionality (and a warning is printed). The dummy 2D physics server can also be selected explicitly, in which case no warning is printed.
* Move Godot Physics 3D into a module; add dummy 3D physics serverRicardo Buring2024-09-211-33/+33
| | | | | | | | | | | | If the module is enabled (default), 3D physics works as it did before. If the module is disabled and no other 3D physics server is registered (via a module or GDExtension), then we fall back to a dummy implementation which effectively disables 3D physics functionality (and a warning is printed). The dummy 3D physics server can also be selected explicitly, in which case no warning is printed.
* Update the `GodotHost` interface to support signing and verifying Android apksFredia Huya-Kouadio2024-08-261-1/+2
| | | | | | Update the export logic to enable apk generation and signing for Android editor builds Note: Only legacy builds are supported. Gradle builds are not supported at this point in time.
* Add Metal support for macOS (arm64) and iOSStuart Carnie2024-08-201-0/+5
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* Remove unused Bitstream Vera licenseDeeJayLSP2024-07-261-42/+0
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* vulkan: Update all components to Vulkan SDK 1.3.183.0Rémi Verschelde2024-06-031-2/+2
| | | | | | | Pass `VMA_ALLOCATOR_CREATE_KHR_MAINTENANCE5_BIT` to VMA when using Vulkan 1.3 features. Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
* enet: Update to 1.3.18Rémi Verschelde2024-05-141-1/+1
| | | | No change, just properly tagging the version we were using.
* Update ICU to 75.1bruvzg2024-05-141-1/+1
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* Merge pull request #91014 from DeeJayLSP/qoa-wav-playbackRémi Verschelde2024-05-021-0/+5
|\ | | | | | | Add QOA (Quite OK Audio) as a WAV compression mode
| * Add QOA (Quite OK Audio) as a WAV compression modeDeeJayLSP2024-05-011-0/+5
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* | [Windows] Enable crash reporter on MinGW builds, use libbacktrace to ↵bruvzg2024-04-221-0/+5
| | | | | | | | generate stack trace from DWARF symbols.
* | Replace Clipper1 library by Clipper2 libraryRicardo Buring2024-04-201-6/+0
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* pcre2: Update to 10.43Jakub Marcowski2024-03-111-2/+2
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* libpng: Update to 1.6.43Jakub Marcowski2024-03-091-2/+2
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* Merge pull request #89025 from Chubercik/clipper2-1.3.0Rémi Verschelde2024-03-081-1/+1
|\ | | | | | | clipper2: Update to 1.3.0
| * clipper2: Update to 1.3.0Jakub Marcowski2024-03-011-1/+1
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* | astcenc: Update to 4.7.0Rémi Verschelde2024-02-291-1/+1
|/ | | | | | https://github.com/ARM-software/astc-encoder/releases/tag/4.5.0 https://github.com/ARM-software/astc-encoder/releases/tag/4.6.0 https://github.com/ARM-software/astc-encoder/releases/tag/4.7.0
* Add ufbx for FBX importingK. S. Ernest (iFire) Lee2024-02-231-0/+5
| | | | | | | | | | | | | | | | This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion. Key changes include: - Support for importing geometry helper nodes in FBX files. - Addition of cameras and lights with updated names. - Removal of the fbx importer manager. - Introduction of ModelDocument3D and updates to its methods. - Changes to FBX import options and visibility. - Updating the documentation and handling some errors. - Store the original non-unique node, mesh and animation names in FBX and glTF. Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
* FastNoiseLite: Sync with 1.1.0, clean up SCsubRémi Verschelde2024-02-191-1/+1
| | | | | Doesn't fix the LTO warning about `-Waggressive-loop-optimizations` due to GCC bug https://gcc.gnu.org/bugzilla/show_bug.cgi?id=80922.
* miniupnpc: Update to version 2.2.6Jakub Marcowski2024-02-131-1/+1
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* vulkan: Update all components to Vulkan SDK 1.3.275.0Jakub Marcowski2024-02-061-3/+3
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* Add Wayland supportRiteo2024-01-301-0/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Not everything is yet implemented, either for Godot or personal limitations (I don't have all hardware in the world). A brief list of the most important issues follows: - Single-window only: the `DisplayServer` API doesn't expose enough information for properly creating XDG shell windows. - Very dumb rendering loop: this is very complicated, just know that the low consumption mode is forced to 2000 Hz and some clever hacks are in place to overcome a specific Wayland limitation. This will be improved to the extent possible both downstream and upstream. - Features to implement yet: IME, touch input, native file dialog, drawing tablet (commented out due to a refactor), screen recording. - Mouse passthrough can't be implement through a poly API, we need a rect-based one. - The cursor doesn't yet support fractional scaling. - Auto scale is rounded up when using fractional scaling as we don't have a per-window scale query API (basically we need `DisplayServer::window_get_scale`). - Building with `x11=no wayland=yes opengl=yes openxr=yes` fails. This also adds a new project property and editor setting for selecting the default DisplayServer to start, to allow this backend to start first in exported projects (X11 is still the default for now). The editor setting always overrides the project setting. Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
* zlib/minizip: Update to version 1.3.1Rémi Verschelde2024-01-241-1/+1
| | | | | Minizip includes previously backported fix for CVE-2023-45853, and a Debian patch for CVE-2014-9485 was also upstreamed.
* vulkan: Update components to Vulkan SDK 1.3.268.0DeeJayLSP2024-01-111-1/+0
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* ThorVG: update from v0.11.6 to v0.12.0Martin Capitanio2024-01-081-1/+1
| | | | | | | | | | | | | | https://github.com/thorvg/thorvg/releases/tag/v0.12.0 Godot-related SVG bug fixes: + [SwEngine] Fixed a linear filling scaling issue. thorvg/thorvg#1834 + [SwEngine] Path data not invalid even though it doesn't start with MoveTo. thorvg/thorvg#1848 Fixes #86128 Gradient issue.
* Merge pull request #70315 from RandomShaper/d3d12_mesaRémi Verschelde2023-12-121-0/+10
|\ | | | | Direct3D 12 Rendering Driver (Mesa NIR approach)
| * Add Direct3D 12 RenderingDevice implementationPedro J. Estébanez2023-12-121-0/+10
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* | Merge pull request #84384 from zeux/meshopt-updateRémi Verschelde2023-12-121-1/+1
|\ \ | |/ |/| | | meshoptimizer: Update to v0.20 (with a reduced patch)
| * Update thirdparty licenses & copyright files per reviewArseny Kapoulkine2023-12-111-1/+1
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* | Use mingw-std-threads in MinGW buildsPedro J. Estébanez2023-11-181-0/+5
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* Cleanup various repository documentation filesRémi Verschelde2023-10-101-2/+2
| | | | | | | | - Reformat logo license as a plain text file. - Fix outdated links or references to SFC or Visual Script. - Tweak contents of `CONTRIBUTING.md` to highlight contributor docs more prominently, and make it easier to parse. - Tweak formatting and contents in `thirdparty/README.md` for consistency.
* Merge pull request #81659 from DarioSamo/nlm-denoiserYuri Sizov2023-09-271-5/+7
|\ | | | | | | Replace OIDN denoiser in Lightmapper with a JNLM denoiser compute shader.
| * Remove denoise module and thirdparty OIDN.Dario2023-09-251-5/+0
| | | | | | | | This is replaced by a much lighter weight and faster JNLM denoiser. OIDN is still much more accurate, and may be provided as an optional backend in the future, but the JNLM denoiser seems good enough for most use cases and removing OIDN reduces the build system complexity, binary size, and build times very significantly.
| * Replace OIDN denoiser with a JNLM denoiser compute shader implementation.Dario2023-09-251-0/+7
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* | thorvg: Update to 0.10.7Rémi Verschelde2023-09-261-1/+1
| | | | | | | | Fixes #81618.
* | Merge pull request #81610 from Ughuuu/add-angle-limits-and-motor-to-pin-joint-2dRémi Verschelde2023-09-261-0/+5
|\ \ | | | | | | | | | Update PinJoint2D API with angle limits and motor speed
| * | Update PinJoint2D API with angle limits and motor speedDragos Daian2023-09-261-0/+5
| | | | | | | | | | | | | | | | | | add enabled methods for motor and angular limits use correct name to get joint update copyright
* | | Add 2D navigation mesh bakingsmix82023-09-251-0/+5
| |/ |/| | | | | Adds 2D navigation mesh baking.
* | Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.Dario2023-09-251-0/+5
|/ | | | Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
* [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add ↵bruvzg2023-09-211-0/+5
| | | | | | EGL_ANDROID_blob_cache caching. Co-authored-by: Riteo <riteo@posteo.net>
* Merge pull request #81111 from akien-mga/zlib-1.3Rémi Verschelde2023-09-011-1/+1
|\ | | | | | | zlib/minizip: Update to version 1.3