Use a TLSOptions configuration object which is created via static
functions.
- "TLSOptions.client": uses the standard CA and common name verification.
- "TLSOptions.client_unsafe": uses optional CA verification (i.e. if specified)
- "TLSOptions.server": is the standard server configuration (chain + key)
This will allow us to expand the TLS configuration options to include
e.g. mutual authentication without bloating the classes that uses
StreamPeerTLS and PacketPeerDTLS as underlying peers.
For some reason it doesn't use the POSIX `poll.h`, instead resorting to
`sys/poll.h`. Musl doesn't really like this at all, throwing a warning
and, thus, halting compilation.
Security update, fixes CVE-2022-37434 in zlib.
Only applications exposing/using `inflateGetHeader()` seem to be affected,
which is not our case, so this is not critical for Godot.
Remove duplicated copy of zlib in freetype sources to force using the updated
version in `thirdparty/zlib/`.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Graphite is now available under:
MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
We pick MIT which is the same as Godot's main license for simplicity.
Remove define to skip deprecation warnings, upstream fixed those.
Using `EM_ASM` here would cause this error in template builds:
```
EM_ASM is not supported in side modules
```
We use our own method for this since it already handles this properly.
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.
This is accomplished through the addition of a GLAD GLX loader in the
`thirdparty` directory.
This is another step towards a nice Wayland/X11 interoperation.
GLAD 1 creates unusable loaders for EGL, while the newly released GLAD 2
does not, so for consistency I thought that it would be a good idea to
uniform things beforehand. While it had some API changes some renames
were all that was needed and everything works like before, at least on
the Wayland branch.
I've kept the structure identical, although this new generator has quite
a few hefty features, such as a single header mode.
I've also added GLAD to `thirdparty/README.md`, but I haven't specified
that in the commit title because it's a very small "fix".
Updates to volk, vulkan headers, `vk_enum_string_helper.h`, glslang,
spirv-reflect.
No update to VMA which still has 3.0.1 as it's last tagged release.
We were compiling `src/loaders/external_png` but using the header from
`src/loaders/png`, leading to `-Wodr` warnings.
Remove unused bundled lodepng code since we use `external_png` (libpng).
Whitespace changes are from upstream, will attempt PR'ing a cleanup there for
future updates.
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
We're still formally tracking v0.8.1, those fixes don't impact the
library features. I didn't bother documenting them with patches as
they will likely soon make their way to either a v0.8.2 or v0.9.0.
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.
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
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.
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.
As a cryptographically secure random generator.
Internally it uses mbedTLS CTR-DRBG implementation which gets re-seeded
with entropy from OS::get_entropy when needed.
CryptoCore now additionally depends on `ctr_drbg.c` and `entropy.c`
thirdparty mbedtls files.
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.
First implementation with Linux display manager.
- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).
Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
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.