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path: root/editor/import/resource_importer_texture.cpp
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-9/+9
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-4/+4
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Ability to restart particle system with a function callJuan Linietsky2017-06-251-1/+1
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* -Fix freezes caused by etccomp2, closes #9183Juan Linietsky2017-06-161-10/+61
| | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
* Add ETC1/ETC2 compression support though etc2comp.Ferenc Arn2017-05-311-5/+9
| | | | | | Remove rg-etc1 code. Also updated travis to use ubuntu 14.04. Fixes #8457.
* rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky2017-05-311-1/+1
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* Several fixes related to PBR and EnvironmentJuan Linietsky2017-05-301-1/+3
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* -Added EXR supprot for HDR (no BC6 compression yet though)Juan Linietsky2017-05-261-5/+16
| | | | | | -Improvements to texture importer -Proper detection of S3TC compression modes, and added all modes to Image -Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-33/+34
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-128/+102
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+29
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+393
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.