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* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | 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!
* Fix some warnings about unhandled switch casesJohan Manuel2016-08-131-0/+1
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* fix CanvasItem.get_global_transform() and CanvasItem.get_local_transform(), ↵Juan Linietsky2016-06-201-1/+1
| | | | closes #4075
* fix bug decompressing bc texture, closes #4404Juan Linietsky2016-06-201-2/+17
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* Finalized DynamicFont implementationJuan Linietsky2016-05-291-1/+39
| | | | | | -DynamicFont uses Freetype by default -Editor fonts are now scalable thanks to this -Cleaned up documentation browser and added fonts for this
* ability to shrink all images x2 on loadJuan Linietsky2016-05-041-0/+60
| | | | | this is for extreme cases when running on devices with very low video memory, so you can still retain compatibility.
* -Made editor support SSL certs by default (embedded them)Juan Linietsky2016-03-121-2/+9
| | | | | | | | | -Made asset sharing support https -Many fixes to HTTPRequest -Added an asset installer dialog -Visual cleanups to asset sharing tab -Fixed some issues in ScrollContainer, hope it does not break things -Asset sharing tab is not visible (hidden on purpose) for now.
* remove trailing whitespaceHubert Jarosz2016-03-091-60/+60
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Add icon to exe file in windows exportmasoud bh2015-11-091-1/+1
| | | | | | | | | add version_info and icon sections in "export to windows platform". add version_info and icon to godot exe file (editor & template exe). fix an problem in image class. change all default icons to android export icon (a little more rounded). create an python script for convert file to cpp byte array for use in 'splash.h'.
* -Ability to debug video memory usageJuan Linietsky2015-10-211-0/+33
| | | | -Small fix to xml saver (swapping > and <)
* -Added ability to use cubic interpolation on image resize (little more ↵Juan Linietsky2015-10-011-0/+107
| | | | | | quality on non-po2 resizing) -Added ability for exporter to shrink images to non-integer values. Helps if you want to convert your game artwork from 1080->720 or similar
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-4/+4
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* -fixes to navigation, so edge-merging is more flexible on conflictJuan Linietsky2015-06-011-0/+77
| | | | | | -add tab support to richtextlabel -some click fixes to audio stream resampled -ability to import largetextures (dialog)
* work in progress, resource previewsJuan Linietsky2015-05-311-3/+7
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Added a PVRTC encoder for iOSJuan Linietsky2015-04-061-0/+12
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* UDP FixesJuan Linietsky2014-11-131-0/+9
| | | | | | | | | | | | | | -=-=-=-=- Curse the day I decided to port UDP code, as it ended up being two nights of work. At least It's done now (I hope). -Fixed UDP Support, API seems stable -Added UDP Chat demo (chat that can lose your packets, heh) -Added helpers to areas and bodies to get list of collided bodies and contained bodies. -Sped up screen/viewport capture code. -Added code to save an image as PNG -Small fix so scripts register their singletons after modules did.
* missing fils from yesterday comit.Juan Linietsky2014-10-031-0/+20
| | | | | must have made some mistake with git, not sure why they were not sent..
* FineTune HDR and Other StuffJuan Linietsky2014-06-171-2/+336
| | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- -More parameters to ESM shadows -LightMap Octree now can bake to "hdr" (use HDR8 for now) -New resource PolygonPathFinder, polygon based pathfinder using A-star algorithm. (will add nodes to use it more easily soon)
* More 3D WorkJuan Linietsky2014-06-161-0/+39
| | | | | | | | -=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
* Light Baker!Juan Linietsky2014-06-111-3/+6
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* Making Godot Easier to Use..Juan Linietsky2014-05-241-0/+25
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* -Added ATITC texture supportJuan Linietsky2014-02-261-1/+16
| | | | | -Fixed bug of some tabs showing wrong names -Exported properties for viewport
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+1737