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path: root/core/io/image_loader.cpp
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* Add const lvalue ref to core/* container parametersMuller-Castro2024-02-141-1/+1
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* Improve error reporting in the asset library and in related typesYuri Sizov2024-01-261-1/+1
| | | | | | | | This also makes errors related to asset image loading verbose-only, because, frankly, users can't do much about those errors. Spamming them with error messages about some assets on the frontend being broken is pointless.
* Cleanup unused engine code v2kobewi2023-01-191-4/+0
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* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Simplify GDVIRTUAL_CALL callskobewi2022-10-191-4/+2
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* Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg2022-10-071-1/+1
| | | | change warnings=all to use /W4.
* [Core] Make ImageFormatLoader extensible.Fabio Alessandrelli2022-09-201-8/+46
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* Make `ImageLoader` take bit field flagsYuri Sizov2022-08-231-3/+3
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* Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio2022-05-031-5/+5
| | | | | | These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
* Make FileAccess and DirAccess classes reference counted.bruvzg2022-04-111-21/+6
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-1/+1
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-2/+2
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* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-1/+1
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* Improve resource load cachereduz2021-02-111-1/+1
| | | | | | -Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-5/+10
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-16/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Exposed RenderingDevice to script APIJuan Linietsky2020-04-201-1/+1
| | | | | | | | | | | | | Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
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* Removed interactive loader, added proper thread loading.Juan Linietsky2020-02-281-1/+1
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* Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-051-2/+2
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Added some obvious errors explanationsqarmin2019-09-251-2/+2
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* Print the path of a corrupt imageMartin Capitanio2019-01-201-0/+3
| | | | | | | | | | | | | | | | | | | | | | After scanning a path in the project manager or starting a project it is not clear which image can not be loaded. After errors ``` ERROR: _png_error_function: Not a PNG file At: drivers/png/image_loader_png.cpp:62. libpng error: Not a PNG file ERROR: _load_image: PNG Corrupted At: drivers/png/image_loader_png.cpp:94. ``` add ``` ERROR: load_image: Error loading image: path/bad.png At: core/io/image_loader.cpp:69. ```
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Improved support for custom image loadersFabian2018-11-231-11/+26
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* Don't delete FileAccess when it is nullMarc Gilleron2018-10-051-1/+0
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+2
| | | | | | 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.
* ResourceFormatLoaderImage::get_resource_type now uses file pathwillnationsdev2018-08-041-1/+1
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* It is now possible to import images as a separate resource, closes #5738 and ↵Juan Linietsky2018-07-291-0/+80
| | | | likely many others
* fix API string pathPaul Joannon2018-04-301-1/+1
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* 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!
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Added support for SVGDaniel J. Ramirez2017-08-201-2/+2
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* Several fixes related to PBR and EnvironmentJuan Linietsky2017-05-301-2/+2
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* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+2
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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 Verschelde2017-03-051-28/+16
| | | | | | | | | | | | | | | | | | | | | | | | 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
* rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-141-2/+2
| | | | String.get_basename()
* 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!
* Turn some prints to error logs, remove othersRémi Verschelde2016-07-241-2/+1
| | | | Fixes #5876 in passing.
* remove trailing whitespaceHubert Jarosz2016-03-091-14/+14
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* merged some stuff for okamJuan Linietsky2015-09-031-2/+9
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+112