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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
| | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* 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".
* Rename all gdnative occurences to gdextensionGilles Roudière2022-12-121-1/+1
| | | | | | | | | | | | | Non-exhaustive list of case-sensitive renames: GDExtension -> GDNative GDNATIVE -> GDEXTENSION gdextension -> gdnative ExtensionExtension ->Extension (for where there was GDNativeExtension) EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION) gdnlib -> gdextension gdn_interface -> gde_interface gdni -> gde_interface
* [Core] Make ImageFormatLoader extensible.Fabio Alessandrelli2022-09-201-5/+4
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* Refactor module initializationreduz2022-05-041-2/+0
| | | | | | | * Changed to use the same stages as extensions. * Makes the initialization more coherent, helping solve problems due to lack of stages. * Makes it easier to port between module and extension. * removed the DRIVER initialization level (no longer needed).
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add driver types to GD extension initialisation levelsBastiaan Olij2021-09-131-0/+3
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* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-1/+1
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* 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 🎆
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-1/+2
| | | | | 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 Verschelde2020-05-141-2/+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.
* 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.
* Drop b2d_convexdecomp. no longer necessary.Rémi Verschelde2019-12-131-13/+0
| | | | | | | We now use `thirdparty/misc/triangulator.h` for all physics-related (collision, navigation) triangulation needs. Follow-up to #34293.
* Consistency in resource format saver/loader de-registrationRémi Verschelde2019-01-101-4/+2
| | | | | | | | | | Some used 'is_valid()' checks, others not. Validity is already checked in 'unref()', and 'remove_resource_format_*()' has an ERR_FAIL condition on 'is_null()' already (which shouldn't happen since we're only unregistering things that we previously registered. Also add missing GDCLASS statement in ResourceFormatLoaderVideoStreamGDNative, missed in #20552 which was last amended before #19501 was merged.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Added basic support for custom resource savers and loadersMarc Gilleron2018-12-151-5/+8
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* SCons: Remove avoidable defines from main env's CPPPATHRémi Verschelde2018-10-011-3/+3
| | | | | | Also finally move freetype to its own env and disable warnings for it. Still needs some work to fix the awkward situation of the freetype and svg modules used in scene/ and editor/ respectively.
* 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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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-10/+8
| | | | | | | | | | | | | | | | | | | | | | | | 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
* 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!
* RegEx re-implemented as a moduleZher Huei Lee2016-10-271-4/+0
| | | | | | | | | | Re-wrote nrex as a module using godot-specific parts and new features: * Added string substitutions. * Named groups are now supported. * Removed use of mutable variables in RegEx. RegExMatch is returned instead.
* chibi: Move to a moduleRémi Verschelde2016-10-151-6/+0
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* squish: Move to a module and split thirdparty libRémi Verschelde2016-10-151-13/+0
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* mpc: Move to a module and split thirdparty libmpcdecRémi Verschelde2016-10-151-21/+0
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* theora: Move to a module and split thirdparty libRémi Verschelde2016-10-151-21/+1
| | | | Same rationale as the previous commits.
* openssl: Move to a module and split thirdparty libRémi Verschelde2016-10-151-14/+0
| | | | Same rationale as the previous commits.
* ogg/vorbis/opus: Make them modules and unbundle thirdparty libsRémi Verschelde2016-10-151-55/+0
| | | | | | | | | Took the opportunity to undo the Godot changed made to the opus source. The opus module should eventually be built in its own environment to avoid polluting others with too many include dirs and defines. TODO: Fix the platform/ stuff for opus.
* webp: Make it a module and unbundle libwebp thirdparty filesRémi Verschelde2016-10-151-16/+0
| | | | | | Note that there are two Godot-specific changes made to libwebp for the javascript/HTML5 platform. They are documented in the README.md.
* dds/etc1/pbm/pvr: Make those modules and split thirdparty filesRémi Verschelde2016-10-151-56/+0
| | | | | | | | They are not particularly packaged in Linux distros so we do not facilitate unbundling via SCons. There could be done if/when there is interest. Also s/pnm/pbm/, long-lived typo :)
* jpg: Make it a module and split jpgd thirdparty filesRémi Verschelde2016-10-151-17/+0
| | | | Similar rationale as in previous commit.
* png: Split library to thirdparty dir and allow unbundlingRémi Verschelde2016-10-151-15/+1
| | | | | | | | | | | | Uses the new structure agreed upon in #6157, but the thirdparty/ folder does not behave following a logic similar to that of modules/ yet. The png driver can't be moved to a module as discussed in #6157, as it's required by core together with a few other ImageLoader implementations (see drivers/register_driver_types.cpp:register_core_driver_types()) Dropped the possibility to disable PNG support, it's a core component of Godot.
* Remove speex support, it is obsoleted by opusRémi Verschelde2016-10-131-18/+0
| | | | | | | | | As mentioned by upstream, Xiph.Org [0]: > The Speex codec has been obsoleted by Opus. It will continue to be > available, but since Opus is better than Speex in all aspects, > users are encouraged to switch. [0] http://www.speex.org/
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-11/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* Merge pull request #4092 from sanikoyes/Pr-etc1-pkm-loadingJuan Linietsky2016-06-061-0/+14
|\ | | | | Add etc1(pkm) texture loading support
| * Add etc1(pkm) texture loading supportsanikoyes2016-03-191-0/+14
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* | Finalized DynamicFont implementationJuan Linietsky2016-05-291-0/+3
|/ | | | | | -DynamicFont uses Freetype by default -Editor fonts are now scalable thanks to this -Cleaned up documentation browser and added fonts for this
* Removed PE-bliss, win32 binares so far remain without icon, had many issues ↵Juan Linietsky2016-02-041-1/+0
| | | | | | | | with it: -corrupted 32 binaries without reason -does not support upx binaries -forces dependency o libstdc++
* -Replaced tinyjpg for jpgd (public domain), fixes progressive encoded jpgs ↵Juan Linietsky2016-01-031-1/+9
| | | | | | and speeds up. Closes #2040 -Removed support of loading BitMap as image, now it must be load as a pnm, also closes #2040
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* 0theora compilation fixesJuan Linietsky2015-11-251-13/+0
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* -work in progress resourceparser and .tscn parser. Still non-functionalJuan Linietsky2015-11-241-4/+0
| | | | | -fixed theora so it can compile theoralib but not theora -fixed generation of windows icon in .rc, which didn't previously work in 32 bits
* change pe_bliss parent directory from /drivers to /toolsmasoud bh2015-11-091-4/+0
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* Add icon to exe file in windows exportmasoud bh2015-11-091-1/+10
| | | | | | | | | 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'.
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-10-131-0/+16
|\ | | | | | | | | Conflicts: platform/windows/detect.py
| * Add support for Opus audio formatGeorge Marques2015-10-021-0/+16
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* | Fixed theora playback. Removed theoraplayer.Juan Linietsky2015-09-261-6/+18
|/ | | | Still need to get proper audio output latency in some platforms.