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authorreduz <reduzio@gmail.com>2022-03-24 18:18:55 +0100
committerreduz <reduzio@gmail.com>2022-03-30 10:39:41 +0200
commit45f74ceb853a2986acbdb44f7b36b409b4e0cea5 (patch)
tree4390fbbe5abad6ec67bbc152fbc93dc4a3c7189c /editor
parentf6ef63635f92c0a8c9c637c488f0ec129217fade (diff)
Add PortableCompressedTexture
* Resource that allows saving textures embedded in scenes or standalone. * Supports only formats that are portable: Lossy, Lossles or BasisUniversal This is something I wanted to add for a long time. I made it now because @fire requires it for importing GLTF2 files with embedded textures, but also this will allow saving Godot scenes as standalone binary files that will run in all platforms (because textures will load everywhere). This is ideal when you want to distribute individual standalone assets online in games that can be built from Godot scenes.
Diffstat (limited to 'editor')
-rw-r--r--editor/editor_node.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index bcdd54edd4..3249477d97 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -5852,6 +5852,7 @@ EditorNode::EditorNode() {
EditorPropertyNameProcessor *epnp = memnew(EditorPropertyNameProcessor);
add_child(epnp);
+ PortableCompressedTexture2D::set_keep_all_compressed_buffers(true);
Input::get_singleton()->set_use_accumulated_input(true);
Resource::_get_local_scene_func = _resource_get_edited_scene;