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AgeCommit message (Collapse)Author
2017-11-17Improved packed scene previews.Daniel J. Ramirez
2017-10-21Cleanup unnecessary debug printsRémi Verschelde
2017-10-13Fix Alpha Border bugfixComanche_Ak
2017-09-30Change to shrink_x2 function preventing it set a 0 width/heightGabriel
2017-09-21Fixed a bunch of typos, including an error code.Ross Hadden
2017-09-02Fix use of unitialized variablesHein-Pieter van Braam
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26Add handy get_size() method to Image classAndrii Doroshenko (Xrayez)
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-17Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-07-19Add object type hint for docsPoommetee Ketson
2017-07-08Refactor 'treshold' to 'threshold'Poommetee Ketson
2017-07-07[#9292] Renamed Image.put_pixel() to set_pixel().ducdetronquito
2017-06-24Added 'blit_rect_mask' for 3.0 toodumitru-stama
2017-06-23Image: Fix wrong method DEFVALIgnacio Etcheverry
2017-06-18Added two new methods to 3.0 'blend_rect_mask' and 'fill'd
2017-06-16Merge pull request #9231 from dumitru-stama/constimgGeorge Marques
Fixed a bug in get_pixel not being const
2017-06-16-Fix freezes caused by etccomp2, closes #9183Juan Linietsky
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-16Fixed a bug in get_pixel not being constdumitru.stama
2017-06-14Rewrite Image::blit_rect to use the following algorithm:Benjamin Dahse
1. Let r1 be the source rectangle clipped against the entire source image rectangle. 2. Let r2 be r1 offset by p_dest, clipped against the entire destination image rectangle. 3. Copy pixels from r1 to r2.
2017-06-13Merge pull request #8548 from tagcup/etc2compJuan Linietsky
Add ETC1/ETC2 compression support though etc2comp.
2017-06-09-Restored multithread capability to VisualServerJuan Linietsky
-Restored resource previews!
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-05-31Add ETC1/ETC2 compression support though etc2comp.Ferenc Arn
Remove rg-etc1 code. Also updated travis to use ubuntu 14.04. Fixes #8457.
2017-05-31rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky
2017-05-28-Added .hdr format supportJuan Linietsky
-Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant
2017-05-26-Added EXR supprot for HDR (no BC6 compression yet though)Juan Linietsky
-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
2017-05-18Use libsquish to decompress DXT textures.Ferenc Arn
2017-05-17Fix two typos from previous commitRémi Verschelde
Also cleanup comments on variant types.
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-28Move core thirdparty files to thirdparty/{minizip,misc}Rémi Verschelde
2017-04-23[3.0] Fix bug in Image::_get_pixelbiam13islucky
Fixes issue: https://github.com/godotengine/godot/issues/8158
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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
2017-02-06Several bugfixes, improving the import workflowJuan Linietsky
2017-02-01Lot of work in new importer, importing textures now works.Juan Linietsky
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-16Style: Cleanups, added headers, renamed filesRémi Verschelde
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-12-31Some fixes and clean upsJuan Linietsky
2016-12-20work in progress global illuminationJuan Linietsky
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-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
2016-08-13Fix some warnings about unhandled switch casesJohan Manuel
2016-06-20fix CanvasItem.get_global_transform() and CanvasItem.get_local_transform(), ↵Juan Linietsky
closes #4075
2016-06-20fix bug decompressing bc texture, closes #4404Juan Linietsky
2016-05-29Finalized DynamicFont implementationJuan Linietsky
-DynamicFont uses Freetype by default -Editor fonts are now scalable thanks to this -Cleaned up documentation browser and added fonts for this