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* Fix copyright headers referring to GodotSpartan3222024-10-276-12/+12
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* Merge commit godotengine/godot@b3bcb2dc14691f7729984128dca26a844f662fa1Spartan3222024-10-221-0/+1
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| * Don't include `core/io/image.h` in `core/os/os.h`Yevhen Babiichuk (DustDFG)2024-10-181-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | `core/os/os.h` doesn't use `core/io/image.h`. It just brings transitive dependencies. Lots of dependencies because `core/os/os.h` is transitively included in almost every file of godot Also added `core/io/image.h` into files^1 where `Ref<Image>` and `core/os/os.h` were used to prevent obscure errors involving `Ref<Image>` ^1 except those which include `core/io/image_loader.h` or `core/io/image.h` by corresponding .h file with the same name Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
* | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-116-0/+12
|/ | | | | | | | | | | | | | | | | | | | | | 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>
* Merge pull request #93311 from dsnopek/gdextension-required-virtualsRémi Verschelde2024-09-272-14/+14
|\ | | | | | | GDExtension: Mark virtual function as `is_required` in `extension_api.json`
| * GDExtension: Mark virtual function as `is_required` in `extension_api.json`David Snopek2024-09-112-14/+14
| | | | | | | | Co-authored-by: Jovan Gerodetti <jovan.gerodetti@titannano.de>
* | SCons: Add unobtrusive type hints in SCons filesThaddeus Crews2024-09-251-0/+1
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* Ensure MovieWriter output is in gamma space when using HDR 2Dclayjohn2024-05-281-0/+4
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* Add error checks for DirAccess creation.Saracen2023-09-261-0/+2
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* Print CPU and GPU usage statistics after Movie Maker is finishedmyaaaaaaaaa2023-05-082-3/+21
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* Merge pull request #68429 from KoBeWi/PropertySettingsRémi Verschelde2023-01-061-10/+6
|\ | | | | Add PropertyInfo overload for GLOBAL_DEF
| * Add PropertyInfo overload for GLOBAL_DEFkobewi2022-12-111-10/+6
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* | One Copyright Update to rule them allRémi Verschelde2023-01-056-174/+174
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Simplify GDVIRTUAL_REQUIRED_CALL callskobewi2022-11-301-27/+16
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* Warn if available disk space is low when Movie Maker mode is enabledHugo Locurcio2022-11-011-0/+15
| | | | | | | | | | Saving movies can require a lot of disk space, and running out of disk space may cause the entire recording to have to be redone. This also prints a message on startup to state that Movie Maker mode is enabled, along with the requested framerate. Since Movie Maker mode forces non-real-time simulation, it's important to know that it is enabled when starting the project.
* Rename String `plus_file` to `path_join`Aaron Franke2022-08-291-1/+1
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* Add a Movie Quit On Finish property to AnimationPlayerHugo Locurcio2022-07-271-0/+26
| | | | | | | | | | | | | | | | | | This quits the project when an animation is done playing in the given AnimationPlayer, but only in Movie Maker mode. When this happens, a message is printed with the absolute path of the AnimationPlayer node that caused the engine to quit. This can be used to create videos that stop at a specified time without having to write any script. A report is now also printed to the console when the video is done recording (as long as the engine was exited properly). This report is unfortunately not always visible in the editor's Output panel, as it's printed too late. A method was also added to get the path to the output file from the scripting API.
* Change window title in Movie Maker mode to display useful informationHugo Locurcio2022-07-262-0/+17
| | | | | | The frame number and movie time is now displayed in the window title. This way, you can see how quickly the video recording is advancing in real-time (and perhaps tweak your settings if it's going too slow).
* Split MovieWriterPNGWAV into its own fileHugo Locurcio2022-06-305-174/+241
| | | | This makes its organization consistent with MovieWriterMJPEG.
* Add property hints to MovieWriter settingsHugo Locurcio2022-06-252-5/+7
| | | | | | | | - Rename audio mix rate setting as the suffix is now part of the property hint. This is also more consistent with existing mix rate project settings. - Improve the MovieWriter class reference. - Tweak warning message about audio possibly going out of sync.
* Implement Running Godot as Movie Writerreduz2022-06-215-0/+770
* Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).