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2021-03-31[Complex Text Layouts] Provide access to glyph contour points.bruvzg
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-03-08Improve bitmap font scaling. Fix default theme font size.bruvzg
2021-02-24Merge pull request #46045 from bruvzg/text_server_bmp_createRémi Verschelde
[TextServer] Restores bitmap font dynamic construction functions.
2021-02-19Make FreeType optional for export templates.bruvzg
2021-02-15[Text Server] Restores bitmap font dynamic construction functions.bruvzg
2021-02-15[TextServer] Restore character and space extra spacing support.bruvzg
2021-02-14[CTL] Fix scaling of the underline position and size.bruvzg
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-31Use integer coordinates for the font glyphs rendering.bruvzg
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-29Fix missed renamings from empty() to is_empty()Rémi Verschelde
Those were missed in #44401 or added by later PRs.
2020-12-21Use integer text position in scroll container, TextEdit and canvas editor, ↵bruvzg
to ensure sharp text rendering. Use integer font align/advance with any font scaling, to ensure sharp text rendering.
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-14Add word breaks on punctuation characters.bruvzg
2020-12-09Static analyzer fixes:bruvzg
Removes unused code in OS. Fixes return types. Fixes few typos.
2020-12-07Merge pull request #43981 from bruvzg/ctl_font_spacingRémi Verschelde
[Complex Text Layouts] Adds missing Font::SPACING_* to the controls, align glyphs to pixel grid.
2020-12-07Load dynamic fonts to memory on all platforms, to avoid locked files.bruvzg
2020-12-07[Complex Text Layouts] Performance optimizations.bruvzg
2020-12-06[Complex Text Layouts] Align glyph offsets and advances to the pixel grid.bruvzg
2020-11-26[Complex Text Layouts] Implement TextServer interface. Implement Fallback ↵bruvzg
TextServer.