Minizip includes previously backported fix for CVE-2023-45853,
and a Debian patch for CVE-2014-9485 was also upstreamed.
(cherry picked from commit 8ead8d2ddb)
Upstreams the fix from #73310, so we can remove that patch.
The `OF` macro was also removed so I can drop the patch where I yell
at Gentoo developers.
(cherry picked from commit e0e1f2e4a2)
Includes cherry-pick of warning fixes from 8d1462c748
and template builds unit tests fixes from 17929a3443.
Also a Windows MSVC detection fix for SCons 4.6.0+ from f682406cf2.
It will be included in the next release at some point.
- https://github.com/RenderKit/embree/issues 486
"fix output operator"
[ 30%] Compiling thirdparty/embree/kernels/common/accelset.cpp ...
In file included from thirdparty/embree/kernels/common/device.cpp:12:
In file included from thirdparty/embree/kernels/common/scene_curves.h:10:
thirdparty/embree/kernels/common/../subdiv/bezier_curve.h:138:56:
error: no member named 'u' in 'QuadraticBezierCurve<V>'
138 | return cout << "QuadraticBezierCurve ( (" << a.u.lower << ", "
<< a.u.upper << "), " << a.v0 << ", " << a.v1 << ", " << a.v2 << ")";
...
(cherry picked from commit c24ea0ecca)
Not needed in later Godot branches as we merged workarounds for the 15.0/15.0.1
broken linker, but there's too many commits to track down and backport with
care to avoid breaking Xcode 14 support too.
LGTM has been acquired by Github, and all its features is replaced by Github Code Scanning.
So seems .lgtm.yml is no longer used.
(cherry picked from commit ee6cec1649)
This ensures that the godot-cpp job has plenty of resources
to run its build and avoid being affected by the main build.
Additionally:
- Extract test tasks into dedicated actions.
- Upload artifacts as early as possible.
- Ensure that we check master cache before random cache.
(cherry picked from commit deb6025781)
Removing the Android toolchain saves 14 GiB, which gives us more room
for growth and to avoid running into out-of-space errors in the Linux
sanitizers + debug symbols builds.
Related to #79919, though the caches were just one part of the problem,
the real issue is that our Linux sanitizers builds take 12 GiB, and
adding godot-cpp on top with 2 GiB leaves only a few GiB left for the
cache itself.
(cherry picked from commit 611123f7fd)