Age | Commit message (Collapse) | Author |
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- AStarGrid2D
- Engine
- Font
- Node
- OS
- Tweens
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The font size is now separated from the font itself, so it makes
sense to have an example for people coming from Godot 3.x.
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support to the GDextension API.
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Using codespell 2.2-dev from current git.
Fix a couple incorrect uses of gendered pronouns.
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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Add range hint to font_size properties.
Remove excessive `base_size` Font property.
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interface.
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Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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Also add height warnings to Font.get_char_size and Font.get_string_size
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CanvasItem, Theme and modified controls documentation.
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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Document missing character behavior when drawing text with fonts
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See #40405.
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This closes https://github.com/godotengine/godot-docs/issues/3374.
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`get_char_size()` is a public virtual function defined in the `Font`
class. Implementations exist for both `BitmapFont` and `Dynamic Font`.
However, it was only exposed to the GDScript API through the Bitmap
Font, and not for Dynamic Font.
This commit exposes the function through `Font` instead.
Fixes #23967
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We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
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And various fixes to bindings, hyperlinks and an uninitialized variable.
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- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
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In many of the XML files it had been noted that when the documentation
refers to a return value, both "Return" and "Returns" are used. This
has now been fixed to only say "Returns".
Fixes #28867
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It has no practical use case and just generates noise for each alpha, beta, etc.
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Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018
and fix the version tag in all files (not really stable yet, but it makes no sense
to hardcode rc3 at this stage).
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It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}",
limits unnecessary diffs.
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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possible to save module files in module directories and the build system will
recognize them.
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