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2023-04-24Fix `Image.compress` descriptionNinni Pipping
Description mentioned `mode` instead of `source` (cherry picked from commit 6312fe2fae92718560b06c114803b18008a50839)
2023-04-24Expose more compression formats in Image and fix compress checkNinni Pipping
Check for compressing ASTC checked if the function for BPTC was present (cherry picked from commit cf64e2fa479ce548713c589d9c3252e5ac36a6d3)
2023-02-08doc: Fix Image 'set_pixel' doc for use of 'create'Rémi Verschelde
Fixes #72904.
2023-01-30Refactor high quality texture importJuan Linietsky
* Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-27C#: Renames to follow .NET naming conventionsRaul Santos
Renamed C# types and members to use PascalCase and follow .NET naming conventions.
2023-01-13Uppercase references to color constants in documentationAnthony Cossins
2022-12-20Merge pull request #65376 from reduz/astc-supportRémi Verschelde
Implement basic ASTC support
2022-12-20Implement basic ASTC supportJuan Linietsky
Implements basic ASTC support: * Only 4x4 and 8x8 block sizes. * Other block sizes are too complex to handle for Godot image compression handling. May be implemented sometime in the future. The need for ASTC is mostly for the following use cases: * Implement a high quality compression option for textures on mobile and M1 Apple hardware. * For this, the 4x4 is sufficient, since it uses the same size as BPTC. ASTC supports a lot of block sizes, but the benefit of supporting most of them is slim, while the implementation complexity in Godot is very high. Supporting only 4x4 (and 8x8) solves the real problem, which is lack of a BPTC alternative on hardware where it's missing. Note: This does not yet support encoding on import, an ASTC encoder will need to be added.
2022-11-11Document Texture, CompressedTexture and Placeholder classesHugo Locurcio
2022-11-02Merge pull request #66017 from Mickeon/rename-image-copy-rectRémi Verschelde
Rename Image's `get_rect` to `get_region`
2022-11-02Style: Misc docs and comment style and language fixesRémi Verschelde
- Removed empty paragraphs in XML. - Consistently use bold style for "Example:", on a new line. - Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`). - Fix invalid usage of backticks for inline code in BBCode. - Fix some American/British English spelling inconsistencies. - Other minor fixes spotted along the way, including typo fixes with codespell. - Don't specify `@GlobalScope` for `enum` and `constant`.
2022-11-01Rename Image's `get_rect` to `get_region`Micky
Also renames its parameter to from "rect" to "region".
2022-10-21Fix small mistakes throughout much of the documentationVolTer
2022-10-14Make some Image methods statickobewi
2022-10-04Undo #51969, generate_mipmaps runs on caller thread.Marc Gilleron
2022-08-12[doc] Use "param" instead of "code" to refer to parameters (6)Andy Maloney
2022-08-08Rename the argument tag to param in XML documentationYuri Sizov
2022-08-08Merge pull request #62861 from samdze/image-size-vector2iRémi Verschelde
Make Image.get_size() return a Vector2i instead of a Vector2
2022-07-19Merge pull request #63005 from Chaosus/image_rotateRémi Verschelde
Implement `rotate_90/rotate_180` functions to `Image`
2022-07-18Use integer types in Image and ImageTexture methodsFireForge
- 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()
2022-07-15Implement `rotate_90/rotate_180` functions to `Image`Yuri Rubinsky
2022-07-09Make Image.get_size() return a Vector2i instead of a Vector2Samuele Zolfanelli
2022-07-08Add static methods for creating Image and ImageTexturekobewi
2022-06-23Restore the openexr grayscale property.K. S. Ernest (iFire) Lee
2022-06-23Document the MovieWriter class and associated project settingsHugo Locurcio
2022-06-21Add support for saving WebP imagesAaron Franke
2022-06-21Implement Running Godot as Movie Writerreduz
* 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).
2022-04-19Merge pull request #50175 from kleonc/image-blit-blend-fix-rectsHugo Locurcio
`Image.blit_rect/blend_rect` Fix rects calculations for negative arguments
2022-03-30Add PortableCompressedTexturereduz
* 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.
2022-02-15Add an XML schema for documentationHugo Locurcio
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.
2022-02-04Faster CVTT by reducing quality.K. S. Ernest (iFire) Lee
Make BC6 and BC7 CVTT faster while still having better quality than DXT5.
2022-01-18Dictionary: Serialize empty dict as `{}` instead of `{\n}`Rémi Verschelde
Also make sure to always convert multiline dictionaries to a single line for its EditorHelp representation, as multiline values break formatting.
2022-01-14Remove support for PVRTC texture encoding and decodingHugo Locurcio
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.
2021-12-06Fix link to the supported image formats in the Image classManolis Papadeas
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
2021-11-26Fix `Image.blit_rect/blend_rect()` for negative `p_dest` pointkleonc
2021-11-23Add Image::fill_rect methodkleonc
2021-11-15Replace Godot docs URL with `$DOCS_URL` in XML class referenceRémi Verschelde
2021-10-06doc: Update links to latest documentation after content reorganizationRémi Verschelde
2021-08-22Document `Image.generate_mipmaps()` always running on the main threadHugo Locurcio
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
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.
2021-07-28Merge pull request #50677 from Calinou/doc-image-save-exr-editor-onlyRémi Verschelde
Document `Image.save_exr()` only being available in editor builds
2021-07-22Fix miscellaneous doc typos and inconsistenciesNicholas Huelin
This pull request fixes an assortment of typos, improves conciseness, and enhances clarity.
2021-07-21Document `Image.save_exr()` only being available in editor buildsHugo Locurcio
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
2021-04-16Import: Cleanup and optimize etcpak compression methodRémi Verschelde
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.
2021-03-19class reference proofreadingPaul Joannon
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2020-12-29Consistently use normal_mapMarcel Admiraal
2020-12-18Add interpolation parameter to resize_to_po2()Theogen Ratkin
Image::resize_to_po2() now takes an optional p_interpolation parameter that it passes directly to resize() with default value INTERPOLATE_BILINEAR.
2020-12-10Image: Rename PVRTC{2,4} to PVRTC1_{2,4}, drop COMPRESS_PVRTC2Rémi Verschelde
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.