### 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
{
        return _strtoi64(str, endptr, base);
    }
    inline unsigned long long int strtoull (const char* str, char** endptr, int base)
    {
        return _strtoui64(str, endptr, base);
    }
    inline long long int atoll (const char* str)
    {
        return strtoll(str, NULL, 10);
    }
#endif
#if defined(_MSC_VER)
#define strdup _strdup
#endif
#ifdef _MSC_VER
    #pragma warning(disable : 4786)  Don't warn about too long identifiers
    #pragma warning(disable : 4514)  unused inline method
    #pragma warning(disable : 4201)  nameless union
#endif
#include "PoolAlloc.h"
#define POOL_ALLOCATOR_NEW_DELETE(A)                                  \
    void* operator new(size_t s) { return (A).allocate(s); }          \
    void* operator new(size_t, void *_Where) { return (_Where); }     \
    void operator delete(void*) { }                                   \
    void operator delete(void *, void *) { }                          \
    void* operator new[](size_t s) { return (A).allocate(s); }        \