Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-01-03 | Revert "Add missing image format RGB10A2. Fixes #14964" | Juan Linietsky | |
2018-01-03 | Merge pull request #15051 from binbitten/bug-fixes | Rémi Verschelde | |
Add missing image format RGB10A2. Fixes #14964 | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-25 | Add missing image format RGB10A2. Fixes #14964 | binbitten | |
2017-12-20 | Add functions to image to load a PNG or JPG from a buffer, closes #4024 | Juan Linietsky | |
2017-11-17 | Improved packed scene previews. | Daniel J. Ramirez | |
2017-10-21 | Cleanup unnecessary debug prints | Rémi Verschelde | |
2017-10-13 | Fix Alpha Border bugfix | Comanche_Ak | |
2017-09-30 | Change to shrink_x2 function preventing it set a 0 width/height | Gabriel | |
2017-09-21 | Fixed a bunch of typos, including an error code. | Ross Hadden | |
2017-09-02 | Fix use of unitialized variables | Hein-Pieter van Braam | |
The second in my quest to make Godot 3.x compile with -Werror on GCC7 | |||
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-26 | Add handy get_size() method to Image class | Andrii Doroshenko (Xrayez) | |
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | |
2017-08-17 | Add closest_power_of_2 func and implement mix_rate/latency on OS X | Marcelo Fernandez | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-07-19 | Add object type hint for docs | Poommetee Ketson | |
2017-07-08 | Refactor 'treshold' to 'threshold' | Poommetee Ketson | |
2017-07-07 | [#9292] Renamed Image.put_pixel() to set_pixel(). | ducdetronquito | |
2017-06-24 | Added 'blit_rect_mask' for 3.0 too | dumitru-stama | |
2017-06-23 | Image: Fix wrong method DEFVAL | Ignacio Etcheverry | |
2017-06-18 | Added two new methods to 3.0 'blend_rect_mask' and 'fill' | d | |
2017-06-16 | Merge pull request #9231 from dumitru-stama/constimg | George Marques | |
Fixed a bug in get_pixel not being const | |||
2017-06-16 | -Fix freezes caused by etccomp2, closes #9183 | Juan Linietsky | |
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality. | |||
2017-06-16 | Fixed a bug in get_pixel not being const | dumitru.stama | |
2017-06-14 | Rewrite 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. | |||
2017-06-13 | Merge pull request #8548 from tagcup/etc2comp | Juan Linietsky | |
Add ETC1/ETC2 compression support though etc2comp. | |||
2017-06-09 | -Restored multithread capability to VisualServer | Juan Linietsky | |
-Restored resource previews! | |||
2017-06-04 | renamed all Rect2.pos to Rect2.position | alexholly | |
2017-05-31 | Add ETC1/ETC2 compression support though etc2comp. | Ferenc Arn | |
Remove rg-etc1 code. Also updated travis to use ubuntu 14.04. Fixes #8457. | |||
2017-05-31 | rewritten PBR implementation to make it friendlier with Blender | Juan Linietsky | |
2017-05-28 | -Added .hdr format support | Juan 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 | |||
2017-05-18 | Use libsquish to decompress DXT textures. | Ferenc Arn | |
2017-05-17 | Fix two typos from previous commit | Rémi Verschelde | |
Also cleanup comments on variant types. | |||
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | |
2017-04-28 | Move core thirdparty files to thirdparty/{minizip,misc} | Rémi Verschelde | |
2017-04-23 | [3.0] Fix bug in Image::_get_pixelb | iam13islucky | |
Fixes issue: https://github.com/godotengine/godot/issues/8158 | |||
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-05 | A 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 | |||
2017-02-06 | Several bugfixes, improving the import workflow | Juan Linietsky | |
2017-02-01 | Lot of work in new importer, importing textures now works. | Juan Linietsky | |
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-16 | Style: Cleanups, added headers, renamed files | Rémi 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). | |||
2017-01-14 | Style: Fix whole-line commented code | Rémi 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. | |||
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-01 | Welcome 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! | |||
2016-12-31 | Some fixes and clean ups | Juan Linietsky | |
2016-12-20 | work in progress global illumination | Juan Linietsky | |