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* Compression: Set Zstd max window size via public parameterRémi Verschelde2019-04-181-2/+4
| | | | | | | | | | `ZSTD_DCtx_setMaxWindowSize` is still part of the experimental API (thus unexposed in the shared library). Upstream examples seem to use `ZSTD_d_windowLogSize` instead, so it's probably what we should use too. Fixes #17374. Distro packagers can now unbundle Zstd.
* Update zstd to 1.3.8Guilherme Felipe2019-01-031-3/+3
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix some warnings raised by MSVC 2017Rémi Verschelde2018-10-031-1/+1
| | | | | | | | | | | | | | | | | Disabled signed/unsigned warnings like for GCC/Clang (warning C4018: '>=': signed/unsigned mismatch). Fixes the following MSVC 2017 warnings: ``` core\image.cpp(999): warning C4804: '>': unsafe use of type 'bool' in operation core\io\compression.cpp(178): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?) editor\doc\doc_dump.cpp(226): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?) scene/resources/material.h(289): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?) scene/resources/material.h(298): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?) editor\editor_themes.cpp(379): warning C4805: '==': unsafe mix of type 'int' and type 'bool' in operation ```
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-3/+4
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add an option to use zstd's recently introduced long range matching (off by ↵Ferenc Arn2017-10-271-4/+16
| | | | default).
* Enable building against system zstd.Elliott Sales de Andrade2017-09-231-1/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Style: Apply clang-format on all filesRémi Verschelde2017-07-301-1/+1
| | | | Thus fixing some invalid changes that had still made it to the master branch.
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-1/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-3/+6
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Add GZIP compression supportGeorge Marques2017-07-131-11/+16
| | | | - Fix a wrong call in PoolByteArray::compress
* -Fix freezes caused by etccomp2, closes #9183Juan Linietsky2017-06-161-2/+2
| | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
* Expose zstd and zlib compression levels as global config.Ferenc Arn2017-06-111-5/+5
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* Add zstd compression support.Ferenc Arn2017-06-081-0/+16
| | | | | zstd has much better compression speed and ratio, and better decompression speed than currently available methods. Also set zstd as the default compression method for Compression as well as FileAccessCompressed functions.
* Move core thirdparty files to thirdparty/{minizip,misc}Rémi Verschelde2017-04-281-3/+5
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-47/+43
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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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!
* -High Level protocol optimization (should be smaller)Juan Linietsky2016-08-221-8/+15
| | | | | | -Ability to set compression to ENet packets (check API) -Fixed small bug in StringDB that lead to duplicate empty strings -Added a new class, StreamPeerBuffer, useful to create your own tightly packed data
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* merged some stuff for okamJuan Linietsky2015-09-031-2/+2
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Fix Compression bug: wrong premature return.marynate2014-03-111-2/+2
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* -project settings are saved when changedJuan Linietsky2014-02-151-63/+120
| | | | | | | | -load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D -fix how documentation is generated, built in doc browser should be always up to date -copypaste, scrolling, etc in builtin doc -built-in scripts get saved now (though debugger may not always work on them) -Theme can be set to controls as a property
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+91