Age | Commit message (Collapse) | Author |
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transparency mode for default materials and Label3D and Sprite3D.
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- Use the disabled GI mode as Label3D can't contribute to GI in any way.
- Improve Label3D class documentation.
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- Increase font size and decrease pixel size.
- The font is rendered at the same physical size, but is more detailed,
which is visible when the camera is up close.
- Add an outline to improve readability on mixed-color backgrounds.
- The outline is fairly thick to ensure it doesn't get too grainy
at a distance (without requiring MSDF or mipmaps on the default
project font).
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(cherry picked from commit 516d6b6bad68d506391a4262ba40cbceeea8be22)
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TextServer.
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Apply simulated slant and embolden to the TextServer `gont_get_glyph_contours` results.
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Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
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