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path: root/scene/resources/texture.cpp
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2022-06-11Add suffixes to all nodes and resourcesFireForge
2022-06-09Fix for ImageTexture importedKamay Xutax
Someone apparently forgot to return true ... on ImageTexture::_set/_get
2022-06-08Re-add internal image field to ImageTexturekobewi
2022-06-07Remove image property of ImageTexturekobewi
2022-06-05Increase maximum size of gradient textureskobewi
2022-05-19Add dedicated macros for property name extractionHaoyu Qiu
* Replace case-by-case extraction with PNAME & GNAME * Fix group handling when group hint begins with property name * Exclude properties that are PROPERTY_USAGE_NO_EDITOR * Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
2022-05-03Merge pull request #60583 from reduz/placeholder-assetsRémi Verschelde
2022-05-03Merge pull request #60627 from aaronfranke/rename-elementsRémi Verschelde
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio
These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
2022-04-29Rename Transform2D "elements" to "columns"Aaron Franke
2022-04-28Implement placeholder assetsreduz
* Placeholder textures * Placeholder meshes * Placeholder material This PR is the first step towards implementing https://github.com/godotengine/godot-proposals/issues/2756 It adds an asset type that uses no resources, which can be used to replace the existing ones on export for using on the upcoming server export.
2022-04-19Fix GradientTexture2D update after setting the gradientHendrik Brucker
2022-04-11Make FileAccess and DirAccess classes reference counted.bruvzg
2022-04-04Style: Apply clang-tidy to current code, add `readability-redundant-member-init`Rémi Verschelde
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.
2022-03-16Split dummy renderer classes into separate filesBastiaan Olij
Split canvas_texture_storage and texture_storage from render_storage class
2022-03-11Merge pull request #58965 from TechnoPorg/remove-stex-occurrencesRémi Verschelde
Remove more occurrences of "stex"
2022-03-10Remove more occurrences of "stex"TechnoPorg
2022-03-10Discern between virtual and abstract class bindingsreduz
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract". * Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions. * Converted a large amount of classes from "abstract" to "virtual" where it makes sense. Most classes that make sense have been converted. Missing: * Physics servers * VideoStream * Script* classes. which will go in a separate PR due to the complexity involved.
2022-03-05Rename StreamTexture* to CompressedTexture*reduz
* Its not and will not be used for streaming. * Streaming will be implemented in 4.1 and it will work different. * It makes more sense to be called CompressedTexture since it imports and compresses texture files.
2022-02-06Add missing SNAME macro optimization in some function callsjmb462
2022-01-29Clamp GradientTexture2D dimensions to 2048×2048 in the inspectorHugo Locurcio
Larger sizes take up a lot of memory for little visual benefit. They also take a while to initialize, which makes the inspector slow to refresh when the texture needs to be regenerated.
2022-01-15Fix AtlasTexture nestingkleonc
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-11-08Merge pull request #54715 from goostengine/gradient-texture-1d-renameYuri Roubinsky
2021-11-07Remove redundant texture flag setters/getters for `CameraTexture`Aaron Record
2021-11-07Rename `GradientTexture` to `GradientTexture1D`Andrii Doroshenko (Xrayez)
1. Explicit and unambiguous when comparing to `GradientTexture2D` 2. Consistent with other class names where 1D is used in the engine.
2021-11-01Fix memory leak when using CurveTexture.set_texture_modeHaoyu Qiu
2021-10-12Add GradientTexture2DHendrik Brucker
Co-authored-by: Mariano Javier Suligoy <marianognu.easyrpg@gmail.com> Co-authored-by: Andrii Doroshenko <xrayez@gmail.com>
2021-09-30Fix AtlasTexture get_data() crashboruok
2021-09-28Merge pull request #53180 from boruok/4.0-fix-atlas-texture-return-nullRémi Verschelde
2021-09-284.0 fix atlas texture return nullboruok
2021-09-14Remove unused ImageTexture functionsHaoyu Qiu
* `_resource_path_changed()` does nothing * `_reload_hook()` has been unused since the beginning of GLES3 renderer
2021-08-13Add an `use_hdr` property to GradientTexture to allow storing HDR colorsHugo Locurcio
This is disabled by default to save some memory and preserve the existing behavior of clamping colors.
2021-08-13Add placeholder textures to ensure CameraTexture / CameraFeed always have ↵bruvzg
valid RIDs.
2021-07-29Fix a crash when trying to load a WebP StreamTexture2DYuri Sizov
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-14Rename Curve3Texture to CurveXYZTextureRémi Verschelde
Neither name is a perfect match but `Curve3Texture` looked too similar to `CurveTexture` and `Curve3D`, which made things confusing when picking a texture type or browsing the API reference.
2021-07-07Tweak the GradientTexture property hint to follow CurveTextureHugo Locurcio
This prevents setting too large values and crashing the editor. Very low values are also no longer allowed since they are generally not detailed enough to represent complex gradients, leading to confusion.
2021-07-03Merge pull request #50054 from reduz/curve-texture-3dRémi Verschelde
Implement Curve3Texture
2021-07-03Implement Curve3Texturereduz
* This was required by users in some scenarios, such as animating individual axes over time with a single texture. * Examples: Shaders, Particles, etc. * CurveTexture now defaults to RGB, can be changed to Red if needed, this allows to freely exchange them.
2021-07-01Use PROPERTY_USAGE_NONE instead of 0 for no property usageAaron Franke
Also use const more often.
2021-07-01Clean up RenderingServer and its bindingsreduz
* Rewrote bindings for RenderingServer. * They are now all up to date. * Several unused methods and deprecated features were cleaned up.
2021-06-24Merge pull request #49583 from timothyqiu/texture-crashRémi Verschelde
Fix crash when freeing GradientTexture and NoiseTexture
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-17Add PROPERTY_USAGE_NONE and use itAaron Franke
2021-06-14Fix crash when freeing GradientTexture and NoiseTextureHaoyu Qiu
2021-06-11Implement lossless WebP encodingMorris Tabor
2021-05-25Fix some warnings raised by GCC-11.1jfons