Age | Commit message (Collapse) | Author |
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Implement `rotate_90/rotate_180` functions to `Image`
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- Image.blit_rect()
- Image.blit_rect_mask()
- Image.blend_rect()
- Image.blend_rect_mask()
- Image.fill_rect()
- Image.get_used_rect()
- Image.get_rect()
- ImageTexture.set_size_override()
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* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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`Image.blit_rect/blend_rect` Fix rects calculations for negative arguments
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* 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.
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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Make BC6 and BC7 CVTT faster while still having better quality than DXT5.
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Also make sure to always convert multiline dictionaries to a single line for
its EditorHelp representation, as multiline values break formatting.
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On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
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It previously linked to this page which doesn't exist. https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html#supported-image-formats
Now, it should link here: https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html#supported-image-formats
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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Document `Image.save_exr()` only being available in editor builds
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This pull request fixes an assortment of typos, improves conciseness, and enhances clarity.
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Avoid unnecessary allocation of temporary buffers for each mip, and creates
only one Image with the compressed data.
Also renames variable and reorders code for clarity.
Clarify that squish is now only used for decompression.
Documented which formats can be decompressed in Image.
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And fix various bogus bindings following previous PRs.
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Image::resize_to_po2() now takes an optional p_interpolation parameter
that it passes directly to resize() with default value INTERPOLATE_BILINEAR.
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We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.
The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
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Co-authored-by: Andrii Doroshenko <xrayez@gmail.com>
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This partially addresses
https://github.com/godotengine/godot-proposals/issues/676.
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- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
definitions and bindings to be consistent with each other
and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
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The Image.create_from_data doc describes the "use_mipmaps" argument as a
way to generate mipmaps, but this method only allocates and loads data.
This can cause confusion, where this function reads more or less data
than expected. Update the doc to be more specific that create_from_data
is loading the mipmaps from the raw data.
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As of Godot 3.0, HQ2X is no longer used to upscale the editor theme
and icons on hiDPI displays, which limited its effective uses.
HQ2X was also used to upscale the project theme when the "Use Hidpi"
project setting was enabled, but results were often less than ideal.
The new StyleBoxFlat and SVG support also make HQ2X less important
to have as a core feature.
This decreases binary sizes slightly (-150 KB on most platforms,
-212 KB on WebAssembly release).
This partially addresses #12419.
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This partially addresses #32166.
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This closes #30238.
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Handle removal of Pool*Array types and other recent changes.
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Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.
Added missing enum bindings in BaseMaterial3D and VisualServer.
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We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
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Fixes #33106
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