Age | Commit message (Collapse) | Author |
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Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
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string (with breaks opportunities in it) with a single glyph.
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tables).
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Improve font glyph cache packing shelf best height fit heuristic.
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ICU: Update to version 72.1
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[TextServer] Fix build with disabled graphite.
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[TextServer] Do not round glyph advances / coordinates if font oversampling or bitmap glyph scaling is used.
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Speed up `find_texture_pos_for_glyph()`
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or bitmap glyph scaling is used.
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change warnings=all to use /W4.
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use new target names and arch suffixes.
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akien-mga/scons-msvc-graphite-silence-c++17-deprecation-warnings
SCons: Silence MSVC C++17 deprecation warnings in Graphite
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[Text Server] Clear textures after "generate mipmaps" property change.
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Fixes #66497.
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add macros to generate wrappers for module functions.
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Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
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updated when default font is changed.
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script/language support.
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Fix line trim/ellipsis when line do not have space or newline at the end.
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Fix MSDF fonts color modulation.
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Update export names (web[_dlink]_[release|debug].zip).
The Build with dynamic linking is broken due to high number of imports
in output wasm (likely emscripten regression issue 15487).
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Also rename export name from "HTML5" to "Web".
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Replace Array return types with TypedArray (part 1)
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grayscale data.
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unsupported font files.
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[TextServer] Add a build warning when building with external FreeType without Brotli support.
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