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path: root/scene/3d/label_3d.cpp
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2023-01-31[Sprite3D/Label3D] Expose alpha antialiasing properties.bruvzg
2023-01-24Fix unsafe murmur3 hash use for the default material keys, expose alpha hash ↵bruvzg
transparency mode for default materials and Label3D and Sprite3D.
2023-01-18Implement BiDi override mode for GDScript source.bruvzg
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-12-29Add safety-checks before some servers `free()`Adam Scott
2022-10-07Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg
change warnings=all to use /W4.
2022-09-01[TextServer] Add support for trimming edge spaces on line break.bruvzg
2022-08-26Add ThemeDB, expose previously static Theme methodsYuri Sizov
2022-08-26Merge pull request #63528 from bruvzg/fix_lbl3d_oversamplingRémi Verschelde
2022-08-22Replace Array return types with TypedArraykobewi
2022-08-22Make `_validate_property` a multilevel methodYuri Sizov
2022-08-15Hide properties that have no effect in Label3D inspectorHugo Locurcio
- Use the disabled GI mode as Label3D can't contribute to GI in any way. - Improve Label3D class documentation.
2022-08-01Change default material alpha scissor threshold to 0.5Hugo Locurcio
This makes the default behavior consistent between SpriteBase3D, BaseMaterial3D and imported glTF scene materials. Alpha scissor threshold property hints now allows for more precise adjustments as well.
2022-07-27Fix Label3D not updated on window resize.bruvzg
2022-07-15Use BitField hint for the TextServer enums. Add missing parts for BitField ↵bruvzg
support to the GDextension API.
2022-07-06Refactor Font configuration and import UI, and Font resources.bruvzg
2022-07-04Use custom key structs, instead of raw hashes for the Label3D and TextMesh, ↵bruvzg
to avoid potential hash collisions.
2022-06-20Clean up Hash Functionsreduz
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934 * Clean up usage of murmur3 * Fixed usages of binary murmur3 on floats (this is invalid) * Changed DJB2 to use xor (which seems to be better)
2022-06-16Move duplicate AutoWrap, Overrun and VisibleChar behavior enums to the ↵bruvzg
TextServer.
2022-06-11Add suffixes to all nodes and resourcesFireForge
2022-05-23[Label3D, 4.x] Monitor default theme font changes, to prevent use of invalid ↵bruvzg
materials.
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-04-30Expose Label3D and Sprite*3D material render priority properties.bruvzg
2022-04-28[Label3D] Add offset property.bruvzg
2022-04-22Implement Label3D node.bruvzg
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.