Commit Graph

39 Commits

Author SHA1 Message Date
Rémi Verschelde 2712014744 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-02 11:27:24 +01:00
Rémi Verschelde 9d598833d2 Use HTTPS URL for Godot's website in the headers 2017-08-27 14:11:45 +02:00
Marcelo Fernandez 647c4ae5bf Add closest_power_of_2 func and implement mix_rate/latency on OS X 2017-08-18 12:10:21 -03:00
Rémi Verschelde c1f54e1a45 Style: Apply clang-format on all files
Thus fixing some invalid changes that had still made it to the 2.1 branch.
2017-07-30 23:00:25 +02:00
dumitru-stama e9e39dd6dc Added 'blit_rect_mask' method 2017-06-24 08:16:35 -07:00
d 48f8931d48 Added two new methods 'blend_rect_mask' and 'fill' 2017-06-18 10:27:50 -07:00
Rémi Verschelde e17966ca01 Merge pull request #9167 from dumitru-stama/blitalpha
Added new "blend_rect" method as an alpha-aware blit_rect
2017-06-17 12:54:15 +02:00
dumitru.stama e99d13c6bc Fixed a blit_rect crash with out-of-bounds coords 2017-06-17 12:53:32 +02:00
dumitru.stama 95dcd22b46 Added a new 'blend_rect' method acting as 'blit_rect' with alpha-blending 2017-06-14 00:55:52 -07:00
Pedro J. Estébanez bf4a25c272 Use builtin BC decompression when libsquish not available
Builtin code is revived and fixed.
2017-05-28 03:45:38 +02:00
Ferenc Arn aef3c4a804 Use libsquish to decompress DXT textures.
Also ensure that save_png doesn't modify the image.

Removed the broken decompressor in the process.
2017-05-26 18:56:10 -05:00
Rémi Verschelde 8312d421c6 Move core thirdparty files to thirdparty/{minizip,misc}
(cherry picked from commit 2398eb6ed4)
2017-05-26 23:29:26 +02:00
Rémi Verschelde e9b045d9e5 Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
Rémi Verschelde f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00
Rémi Verschelde dbf0137576 Style: Fix statements ending with ';;'
(cherry picked from commit f44ee891be)
2017-03-18 21:14:33 +01:00
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00
Juan Linietsky fa0d1cd27c fix CanvasItem.get_global_transform() and CanvasItem.get_local_transform(), closes #4075 2016-06-20 21:19:12 -03:00
Juan Linietsky 9d4cdc6d8a fix bug decompressing bc texture, closes #4404 2016-06-20 19:43:06 -03:00
Juan Linietsky 3e8eb396d7 Finalized DynamicFont implementation
-DynamicFont uses Freetype by default
-Editor fonts are now scalable thanks to this
-Cleaned up documentation browser and added fonts for this
2016-05-29 11:37:52 -03:00
Juan Linietsky 89d87294db ability to shrink all images x2 on load
this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
2016-05-04 12:37:07 -03:00
Juan Linietsky 8b1dcbfe4d -Made editor support SSL certs by default (embedded them)
-Made asset sharing support https
-Many fixes to HTTPRequest
-Added an asset installer dialog
-Visual cleanups to asset sharing tab
-Fixed some issues in ScrollContainer, hope it does not break things
-Asset sharing tab is not visible (hidden on purpose) for now.
2016-03-12 10:46:38 -03:00
Hubert Jarosz 4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
masoud bh 24f3f43457 Add icon to exe file in windows export
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'.
2015-11-09 02:23:58 +03:30
Juan Linietsky b59c86f6f9 -Ability to debug video memory usage
-Small fix to xml saver (swapping > and <)
2015-10-21 09:50:44 -03:00
Juan Linietsky e055247b17 -Added ability to use cubic interpolation on image resize (little more quality on non-po2 resizing)
-Added ability for exporter to shrink images to non-integer values. Helps if you want to convert your game artwork from 1080->720 or similar
2015-10-01 16:25:36 -03:00
Juan Linietsky 95047562d7 Several performance improvements, mainly in loading and instancing scenes and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.

WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00
Juan Linietsky ab99671bb8 -fixes to navigation, so edge-merging is more flexible on conflict
-add tab support to richtextlabel
-some click fixes to audio stream resampled
-ability to import largetextures (dialog)
2015-06-01 19:42:34 -03:00
Juan Linietsky d5348eebdc work in progress, resource previews 2015-05-31 02:00:18 -03:00
Juan Linietsky fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky b36e41cb71 Added a PVRTC encoder for iOS 2015-04-06 21:48:20 -03:00
Juan Linietsky abbea4d945 UDP Fixes
-=-=-=-=-

Curse the day I decided to port UDP code, as it ended up
being two nights of work.  At least It's done now (I hope).

-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
2014-11-13 00:53:12 -03:00
Juan Linietsky af4a97bef9 missing fils from yesterday comit.
must have made some mistake with git,
not sure why they were not sent..
2014-10-03 08:58:41 -03:00
Juan Linietsky ddc0e7fd3b FineTune HDR and Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=-

-More parameters to ESM shadows
-LightMap Octree now can bake to "hdr" (use HDR8 for now)
-New resource PolygonPathFinder, polygon based pathfinder using A-star algorithm. (will add nodes to use it more easily soon)
2014-06-17 11:58:35 -03:00
Juan Linietsky 703004f830 More 3D Work
-=-=-=-=-=-

-ESM Shadow Mapping for softer and less glitchy shadows
-HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end)
-Fix to xml parse bug
2014-06-16 10:22:26 -03:00
Juan Linietsky 9b8696d3dd Light Baker!
-=-=-=-=-=-=

-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
2014-06-11 10:41:03 -03:00
Juan Linietsky 1cad087969 Making Godot Easier to Use..
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-05-24 01:35:47 -03:00
Juan Linietsky ed6d9463d2 -Added ATITC texture support
-Fixed bug of some tabs showing wrong names
-Exported properties for viewport
2014-02-26 10:08:17 -03:00
Juan Linietsky 0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00