Commit graph

261 commits

Author SHA1 Message Date
Rémi Verschelde
be126d42d4
Merge pull request #67588 from KoBeWi/if(!GDVIRTUAL_CALL)don't
Simplify GDVIRTUAL_CALL calls
2022-10-31 11:55:56 +01:00
DeeJayLSP
dd64ceab47 Change all WEBP strings and comments to WebP 2022-10-28 15:17:49 -03:00
Richard Patching
5de65bb2d7 Fix tp_canvas_item typo in _draw_rect_region 2022-10-20 20:04:45 +01:00
kobewi
d06a8320e5 Simplify GDVIRTUAL_CALL calls 2022-10-19 00:05:48 +02:00
kobewi
072f6feaba Make some Image methods static 2022-10-14 14:34:15 +02:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Rémi Verschelde
9513034b88 Merge pull request #66911 from clayjohn/imagetexture3d
Properly assign texture RID when creating ImageTexture3D
2022-10-05 08:32:11 +02:00
clayjohn
7fdb460e5d Properly assign texture RID when creating ImageTexture3D 2022-10-04 15:04:55 -07:00
Micky
1518d813be Support nesting AtlasTextures inside other AtlasTextures
Connects AtlasTexture to its `atlas`'s "changed" signal, allowing it to detect property changes to `atlas` and update accordingly, when the project is running and in the editor, as well.
2022-10-04 17:09:37 +02:00
Rémi Verschelde
d8268aae30 Fix MSVC warnings C4324, C4389, C4456, and C4459
Part of #66537.
2022-09-28 16:43:09 +02:00
Micky
9c9c5f662f Rework AnimatedTexture's fps into speed_scale
`fps` has been turned into `speed_scale`. It now affects the scale of the entire animation. If `speed_scale` is a negative value, the animation is played in reverse.

`frame_n/delay_sec` has been renamed to `frame_n/duration` _(prefixes exist, making the previous name redundant)_.

Setters and getters, documentation updated, too.
2022-09-06 21:40:09 +02:00
Rémi Verschelde
0c4d578bdf
Merge pull request #65194 from Mickeon/rename-one-shot 2022-09-06 18:32:48 +02:00
Rémi Verschelde
3a62c294c7 Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray 2022-09-02 13:57:02 +02:00
Hendrik Brucker
ea0472fecf Refactor BitMap and add tests
Co-authored-by: Resul Çelik <resul_celik@hotmail.com>
2022-09-01 18:39:17 +02:00
Micky
8949386382 Rename AnimatedTexture oneshot to one_shot
AnimatedTexture.`oneshot` -> `one_shot`

For consistency. Every other exposed `one_shot` is spaced out like this.
2022-09-01 15:38:06 +02:00
kobewi
7adc8376ed Change Array arguments to TypedArray 2022-09-01 13:13:19 +02:00
Hugo Locurcio
ae18928748
Rename Curve/Curve2D/Curve3D/Gradient interpolate() to sample()
"sampling" is a more accurate term than "interpolating" for what's
happening when using that function.
2022-08-30 22:08:38 +02:00
Rémi Verschelde
1f61d47766
Merge pull request #64339 from YuriSizov/core-multilevel-validate-property 2022-08-22 21:39:48 +02:00
Yuri Sizov
1a24c9e14b Make _validate_property a multilevel method 2022-08-22 18:35:11 +03:00
Aaron Franke
8893b2bdb4
Clean up mesh include code and comments 2022-08-20 13:24:40 -05:00
Max Hilbrunner
92bdeb7eb5 Unexpose ProxyTexture 2022-08-19 03:01:47 +02:00
Juan Linietsky
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Rémi Verschelde
0f6028378f
Merge pull request #63127 from KoBeWi/raise_from_picture 2022-07-20 22:34:05 +02:00
FireForge
84431bd782 Use integer types in Image and ImageTexture methods
- Image.blit_rect()
- Image.blit_rect_mask()
- Image.blend_rect()
- Image.blend_rect_mask()
- Image.fill_rect()
- Image.get_used_rect()
- Image.get_rect()
- ImageTexture.set_size_override()
2022-07-18 19:43:32 -05:00
kobewi
e8288ac9ab Clarify create_from_image() usage 2022-07-18 13:01:04 +02:00
Hendrik Brucker
655e2935cf Automatically create a Gradient resource when creating a GradientTexture1D 2022-07-17 04:04:57 +02:00
kobewi
d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
Dylan Conway
78ca147c8a Changed valid check to null check, added error messages 2022-07-07 11:11:47 -07:00
FireForge
4678736a39 Add suffixes to all nodes and resources 2022-06-11 09:41:05 -05:00
Kamay Xutax
d8f1ee66d7 Fix for ImageTexture imported
Someone apparently forgot to return true ...
on ImageTexture::_set/_get
2022-06-09 00:08:07 +02:00
kobewi
80025171cd Re-add internal image field to ImageTexture 2022-06-08 00:57:03 +02:00
kobewi
c519a667ad Remove image property of ImageTexture 2022-06-07 16:30:54 +02:00
kobewi
855a1ff61f Increase maximum size of gradient textures 2022-06-05 18:20:26 +02:00
Haoyu Qiu
fc3b845c07 Add dedicated macros for property name extraction
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
2022-05-19 14:08:47 +08:00
Rémi Verschelde
b239275989
Merge pull request #60583 from reduz/placeholder-assets 2022-05-03 16:43:13 +02:00
Rémi Verschelde
931838b330
Merge pull request #60627 from aaronfranke/rename-elements
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03 14:40:01 +02:00
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Aaron Franke
b831fb0a54
Rename Transform2D "elements" to "columns" 2022-04-29 08:02:39 -05:00
reduz
b02c7387c7 Implement placeholder assets
* Placeholder textures
* Placeholder meshes
* Placeholder material

This PR is the first step towards implementing https://github.com/godotengine/godot-proposals/issues/2756
It adds an asset type that uses no resources, which can be used to replace the existing ones on export for using on the upcoming server export.
2022-04-28 12:19:01 +02:00
Hendrik Brucker
39a4036aa2 Fix GradientTexture2D update after setting the gradient 2022-04-19 19:51:49 +02:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
Rémi Verschelde
b78aa4fe19 Style: Apply clang-tidy to current code, add readability-redundant-member-init 2022-04-04 21:49:51 +02:00
reduz
45f74ceb85 Add PortableCompressedTexture
* Resource that allows saving textures embedded in scenes or standalone.
* Supports only formats that are portable: Lossy, Lossles or BasisUniversal

This is something I wanted to add for a long time. I made it now because @fire
requires it for importing GLTF2 files with embedded textures, but also this
will allow saving Godot scenes as standalone binary files that will run
in all platforms (because textures will load everywhere).

This is ideal when you want to distribute individual standalone assets online
in games that can be built from Godot scenes.
2022-03-30 10:39:41 +02:00
Bastiaan Olij
57e5a33623 Split dummy renderer classes into separate files
Split canvas_texture_storage and texture_storage from render_storage class
2022-03-16 17:43:10 +11:00
Rémi Verschelde
af9a60d5b3
Merge pull request #58965 from TechnoPorg/remove-stex-occurrences
Remove more occurrences of "stex"
2022-03-11 08:00:52 +01:00
TechnoPorg
f4bc9f5821 Remove more occurrences of "stex" 2022-03-10 18:31:48 -07:00
reduz
6f51eca1e3 Discern between virtual and abstract class bindings
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.

Most classes that make sense have been converted. Missing:

* Physics servers
* VideoStream
* Script* classes.

which will go in a separate PR due to the complexity involved.
2022-03-10 12:28:11 +01:00
reduz
ccd4cdfd8b Rename StreamTexture* to CompressedTexture*
* Its not and will not be used for streaming.
* Streaming will be implemented in 4.1 and it will work different.
* It makes more sense to be called CompressedTexture since it imports and compresses texture files.
2022-03-05 16:43:38 +01:00
jmb462
1ce81dc5f2 Add missing SNAME macro optimization in some function calls 2022-02-06 15:54:04 +01:00
Hugo Locurcio
34d382eab6
Clamp GradientTexture2D dimensions to 2048×2048 in the inspector
Larger sizes take up a lot of memory for little visual benefit.
They also take a while to initialize, which makes the inspector slow
to refresh when the texture needs to be regenerated.
2022-01-29 00:32:16 +01:00