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* Fix copyright headers referring to GodotSpartan3222024-10-274-8/+8
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* Rebrand preambles to RedotSpartan3222024-10-134-0/+8
| | | | | | | | | | | | | | | | | | | | | | | | (cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084) 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>
* Support 64-bit image sizes for VRAM compressionBlueCube33102024-07-211-1/+1
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* Fix Image CowData crash when baking large lightmapsHugo Locurcio2024-07-191-2/+3
| | | | | | | | | | | This switches to 64-bit integers in select locations of the Image class, so that image resolutions of 16384×16384 (used by lightmap texture arrays) can be used properly. Values that are larger should also work. VRAM compression is also supported, although most VRAM-compressed formats are limited to individual slices of 16384×16384. WebP is limited to 16383×16383 due to format limitations.
* Fix squish DXT5 RA-As-RG channel swappingBlueCube33102023-12-091-14/+32
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* Fix misuses of error macrosDanil Alexeev2023-04-181-1/+0
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* One Copyright Update to rule them allRémi Verschelde2023-01-054-116/+116
| | | | | | | | | | | | | | | | | | | | 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".
* Make some Image methods statickobewi2022-10-141-1/+1
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* Refactor module initializationreduz2022-05-042-4/+14
| | | | | | | * 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 Verschelde2022-01-034-8/+8
| | | | Happy new year to the wonderful Godot community!
* Import: Cleanup and optimize etcpak compression methodRémi Verschelde2021-04-163-7/+8
| | | | | | | | | | Avoid unnecessary allocation of temporary buffers for each mip, and creates only one Image with the compressed data. Also renames variable and reorders code for clarity. Clarify that squish is now only used for decompression. Documented which formats can be decompressed in Image.
* Add `etcpak` library for faster ETC/ETC2/S3TC imports.K. S. Ernest (iFire) Lee2021-04-133-82/+0
| | | | | | | | | | | | - `etc` module was renamed to `etcpak` and modified to use the new library. - PKM importer is removed in the process, it's obsolete. - Old library `etc2comp` is removed. - S3TC compression no longer done via `squish` (but decompression still is). - Slight modifications to etcpak sources for MinGW compatibility, to fix LLVM `-Wc++11-narrowing` errors, and to allow using vendored or system libpng. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Update copyright statements to 2021Rémi Verschelde2021-01-014-8/+8
| | | | | | | | | | | | | | 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 🎆
* SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde2020-12-181-2/+14
| | | | | | | | | | | | | | Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
* 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 Verschelde2020-05-141-3/+5
| | | | | 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 Verschelde2020-05-142-10/+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.
* SCons: Format buildsystem files with psf/blackRémi Verschelde2020-03-302-3/+4
| | | | | | | | | | | | | | | | | | | | | Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
* Adding missing include guards to header files identified by LGTM.Rajat Goswami2020-03-231-0/+5
| | | | This addresses the issue godotengine/godot#37143
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-9/+6
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Rewritten StreamTexture for better code reuse, added basis universal supportJuan Linietsky2020-02-112-50/+14
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* Image: Include S3TC compression via Squish in non-tools buildRémi Verschelde2020-01-133-6/+0
| | | | | | | We already build Squish in templates build for S3TC decompression, so we can as well expose the compression feature. Fixes #25640.
* Update copyright statements to 2020Rémi Verschelde2020-01-014-8/+8
| | | | | | | | | | | 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.
* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/'Robin Hübner2019-08-121-2/+1
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* Added release function to PoolVector::Access.Ibrahn Sahir2019-07-061-2/+2
| | | | | | For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
* SCons: Always use env.Prepend for CPPPATHRémi Verschelde2019-04-301-1/+1
| | | | | | Include paths are processed from left to right, so we use Prepend to ensure that paths to bundled thirdparty files will have precedence over system paths (e.g. `/usr/include` should have lowest priority).
* Style: Apply new changes from clang-format 8.0Rémi Verschelde2019-04-091-1/+2
| | | | | | It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
* Update copyright statements to 2019Rémi Verschelde2019-01-014-8/+8
| | | | Happy new year to the wonderful Godot community!
* Build squish decompression in runtimeLeon Krause2018-11-285-10/+7
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* Fix Squish decompression, closes #18109Juan Linietsky2018-11-161-3/+4
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* SCons: Build thirdparty code in own env, disable warningsRémi Verschelde2018-09-281-1/+4
| | | | | Also remove unnecessary `Export('env')` in other SCsubs, Export should only be used when exporting *new* objects.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-122-2/+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.
* Fix mipmap levels not being initializedelasota2018-08-251-2/+2
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* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-1/+1
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* Use cluster fit at higher quality levelselasota2018-08-222-2/+8
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* Fix Squish SSE misconfigurationelasota2018-08-211-6/+0
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* Added proper import support for 3D and Array texturesJuan Linietsky2018-08-061-2/+29
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* SCons: Pass env to modules can_build methodRémi Verschelde2018-05-301-7/+3
| | | | | | This allows to disable modules based on the environment, in particular `env[tools]` which tells us if we are building the editor or not.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-054-0/+4
| | | | | | 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 Verschelde2018-01-014-8/+8
| | | | Happy new year to the wonderful Godot community!
* Improve slang, especially in user-visible partsUnknown2017-12-051-1/+1
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* doc: Make all module docs self-containedRémi Verschelde2017-11-151-2/+0
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* Use BoolVariable for module options.Elliott Sales de Andrade2017-09-251-1/+1
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* Use BoolVariable for third-party options.Elliott Sales de Andrade2017-09-251-1/+1
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* Use BoolVariable in target/component/advanced options.Elliott Sales de Andrade2017-09-251-1/+1
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* Fix use of unitialized variablesHein-Pieter van Braam2017-09-021-1/+5
| | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-274-4/+4
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* -Fix freezes caused by etccomp2, closes #9183Juan Linietsky2017-06-162-3/+8
| | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
* -Restored multithread capability to VisualServerJuan Linietsky2017-06-091-0/+1
| | | | -Restored resource previews!
* many fixes to image loader, voxel cone tracing, etc.Juan Linietsky2017-06-021-2/+2
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