I quite often pre-blur textures to avoid using a bloom shader. I was somewhat shocked to find that in Godot, a nicely smooth image turned into this:

Shock gasp horror. So I rendered it at higher resolution, going up from 170 pixels across (it's part of an atlas) to 340 pixels across:

Still all jagged.
After some thought I decided it looked like compression - despite the fact that the source image was in lossless png format. So I looked at the import settings and found the culprit: it's compressed in VRAM mode by default. Putting it onto lossless compression led to the 340px image looking like this:

And the 170px variant being passable (or at least not having corners all over the place):

So if you're wondering where compression artifacts in your images are coming from, check the import settings. (behind the scene tree on the right of the screen). For more detail on the image compression modes, see the documentation.