### Godot version

4.0

### System information

Windows 10, NVidiaRTX 2070

### Issue description

When trying to compile using MinGW with GCC 13.1 compilation fails throwing a bunch of errors like this one:

```
G:/MABS/build/glslang-git/glslang/MachineIndependent/SymbolTable.h:71:1: note: 'uint32_t' is defined in header '<cstdint>'; did you forget to '#include <cstdint>'?

G:/MABS/build/glslang-git/glslang/MachineIndependent/SymbolTable.h:662:22: error: 'uint64_t' does not name a type
  662 |     static constexpr uint64_t uniqueIdMask = (1LL << LevelFlagBitOffset) - 1;
```

It looks like the problem comes from third parties: vhacd, openxr and glslang

I've solved the issue by adding:
**#include <stdint.h>**

to 
**\thirdparty\vhacd\inc\vhacdManifoldMesh.h
\thirdparty\openxr\src\common\platform_utils.hpp
\thirdparty\glslang\glslang\Include\Common.h**

I'm not sure how to proceed after finding the fix...

### Steps to reproduce

Try compiling the editor from Master or version 4.0 using MinGW with GCC 13.1

### Minimal reproduction project

N/A
#ifndef _COMMON_INCLUDED_
#define _COMMON_INCLUDED_
#include <algorithm>
#include <cassert>
#ifdef _MSC_VER
#include <cfloat>
#else
#include <cmath>
#endif
#include <cstdio>
#include <cstdlib>
#include <list>
#include <map>
#include <set>
#include <string>
#include <unordered_map>
#include <unordered_set>
#include <vector>
#if defined(__ANDROID__) || (defined(_MSC_VER) && _MSC_VER < 1700)
#include <sstream>
namespace std {
template<typename T>
std::string to_string(const T& val) {