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path: root/scene/resources/texture.cpp (follow)
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* Add object type hint for docsPoommetee Ketson2017-07-191-2/+2
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* Reworked translation systemJuan Linietsky2017-06-281-8/+11
| | | | | -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
* Curve featuresMarc Gilleron2017-06-261-38/+6
| | | | | | - Ability to set tangents as linear - Indicative min and max values - CurveTexture doesn't need min and max anymore
* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* GradientTexture now uses a GradientMarc Gilleron2017-06-241-133/+27
| | | | | - Added gradient property - Deleted duplicate code
* Added Curve resourceMarc Gilleron2017-06-241-182/+56
| | | | | | - New resource for curves in y(x) form - CurveTexture now has a Curve - Curve and CurveTexture share the same editor
* Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky2017-06-181-11/+11
| | | | scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
* Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky2017-06-171-34/+48
| | | | support in Sprite so far.
* -Fix freezes caused by etccomp2, closes #9183Juan Linietsky2017-06-161-1/+19
| | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
* -Restored multithread capability to VisualServerJuan Linietsky2017-06-091-0/+4
| | | | -Restored resource previews!
* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-19/+19
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* many fixes to image loader, voxel cone tracing, etc.Juan Linietsky2017-06-021-2/+2
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* Merge pull request #8869 from Hinsbart/errorsRémi Verschelde2017-05-251-4/+0
|\ | | | | Fix errors on engine startup.
| * Fix errors on engine startup.Andreas Haas2017-05-221-4/+0
| | | | | | | | | | | | | | | | | | Fixes a bunch of the most spammy console errors introduced by recent refactorings: - `AudioServerState` does not exist, this was the reference to it in the source. The surrounding code made it clear that `AudioServerLayout` was meant to be used instead. - `StreamCSVTranslation` same here, it's the only reference. I went with `Translation` here, but I'm not 100% sure on this one. - Some methods have been moved from `Texture` to `Image`, but the old bindings were still there. - A few `name == ""` errors related to duplicating nodes.
* | Fix stex import into black textures when lossless and lossy are selected, ↵Juan Linietsky2017-05-231-1/+2
|/ | | | closes #8801
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-91/+56
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* Fix property warnings and hide some debug printsRémi Verschelde2017-04-231-7/+9
| | | | | | | | | | "ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-0/+468
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-611/+486
| | | | | | | | | | | | | | | | | | | | | | | | 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
* a ton of bug fixes to the rendererJuan Linietsky2017-02-161-0/+5
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* Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-0/+6
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-54/+54
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-9/+9
| | | | This saves typing and is a step towards fixing #56
* Several bugfixes, improving the import workflowJuan Linietsky2017-02-061-0/+44
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* Lot of work in new importer, importing textures now works.Juan Linietsky2017-02-011-0/+329
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* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-2/+1
| | | | added a check to detect this case in the future
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-57/+57
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-14/+4
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-14/+4
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Make most resources (save for packedscenes and scripts) reload if they ↵Juan Linietsky2016-06-271-4/+0
| | | | change on disk. Closes #4059.
* Modify margins with mouse inputMarianoGNU2016-06-201-0/+5
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* remove trailing whitespaceHubert Jarosz2016-03-091-18/+18
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-3/+3
| | | | | All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
* -several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits ↵Juan Linietsky2015-12-021-0/+13
| | | | FBOs so all 2D shader effects should now work in every single Android device.
* -Ability to debug video memory usageJuan Linietsky2015-10-211-0/+20
| | | | -Small fix to xml saver (swapping > and <)
* added support for mirrored repeat texture wrappingromulox_x2015-06-251-1/+2
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* small optimizations to isometric light demoJuan Linietsky2015-03-101-0/+9
| | | | | should work faster, and even faster if exported.. as textures have been optimized.
* Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson2015-02-111-18/+18
|\ | | | | | | | | Conflicts: demos/2d/polygon_path_finder_demo/.fscache
| * fixes cubemap ressource editor bugyg2f2015-01-101-18/+18
| | | | | | | | | | | | | | this fixes the cubemap ressource editor bug described in issue #908. some other littles fixes will be required to allow the Environment ressource to create and load Cubemap Ressources more easily
* | Working TileMap tile transpose transform.Carl Olsson2015-02-021-29/+30
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* missing fils from yesterday comit.Juan Linietsky2014-10-031-1/+3
| | | | | must have made some mistake with git, not sure why they were not sent..
* More 3D ImprovementsJuan Linietsky2014-05-291-0/+43
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
* Making Godot Easier to Use..Juan Linietsky2014-05-241-0/+12
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* -Added OpenSSL and HTTPS supportJuan Linietsky2014-04-281-2/+20
| | | | | -Built-in version of the library for Windows, Android and iOS (other OSs use system one) -Small fixes all around
* fix atlas texture algosanikoyes2014-03-191-16/+11
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