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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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* fix a mistakesanikoyes2014-03-191-1/+1
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* fix render sprite used atlas texture position errorsanikoyes2014-03-191-2/+18
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* -fixed export templates not loading/exporting on WindowsJuan Linietsky2014-02-131-3/+3
| | | | | | | | | | | | -fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+990