Age | Commit message (Collapse) | Author |
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Some classes use Font::get_char_size directly and not only for
autowrapping. RichTextLabel is one such example. So this commit
reverts aa8561d (PR #17504) and instead ceils character width within
Label. This makes sure Label autowraps correctly while not affecting
other Font clients.
Fixes #18835.
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Fixes #15787.
The issue occurred when two (or more) separate DynamicFont instances
used the same DynamicFontAtSize instance due to having equal
properties. The first instance updated its data_at_size and emitted
"changed" signal, but the second did not because it considered the
data_at_size to be up to date, even though it has just been updated.
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- Implement outlines based on FreeType Stroker API. This allows
artifact-free results, similar to what you will see in Web or any text
editing tools. Outline is a part of DynamicFont rather than Label,
because outlines have to be baked into the font's atlas. Font has a
default outline_color and a Label can specify font_outline_modulator
that will be multiplied with the Font's color to get the final result.
- draw_char now has to be called twice to fully render a text - first
with p_outline == true for each character and then with
p_outline == false for each character.
- Number of draw-calls is reduced from 5 to 2 per outlined character.
- Overall cleanup of DynamicFont code, extracted duplicated code pieces
into separate methods.
- The change is backward-compatible - Labels still have outline
properties that work exactly as they worked before.
Closes #16279.
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Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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The second in my quest to make Godot 3.x compile with -Werror on GCC7
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fixed Import LineEdit to label + label stylebox
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Partial revert of #10380 based on contributor ~~bullying~~ feedback.
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Also renames `set_message_translation` to `set_message_localization`
for consistency.
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- added a normal stylebox to label. default is StyleBoxEmpty
- changed drawing so that it draws correct with styleboxes with margins
- changed the LineEdit in the import to use a label with the lineEdit
stylebox
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-Added system for feature overrides, it's pretty cool :)
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-Label and Button reload translation on the fly
-Resources are loaded and reload depending on locale
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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modified files)
-.pck and .zip exporting redone, seems to be working..
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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This saves typing and is a step towards fixing #56
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poups when translation is changed.
-Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code
-Sorry, editor will not update automatically because it uses a different translatio method.
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-Changed clip to a property in Control which can be set by the user
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replaced by mouse filter
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Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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Fix #7055
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Side effect is that label min-size will now take into account
kerning.
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resize upwards and costing considerably CPU usage.
It has been changed so it won't resize the UI when modified.
This will make the code editor feel a lot smoother.
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
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caused by #5030
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fix line_edit draw char(x ofs_max)
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-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
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- fixed end of string adding to Label minsize
- exposed set_clip_text() and is_clipping_text() to the script side
- text would now never stick outside its boundaries
- label min-height is now restricted by max_lines_visible
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- no longer inherits Range - instead, more sensible
function names controlling lines visible
- more accurate vertical alignment
- percent_visible preserved even after setting new text
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and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
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changed non-separatable character detection so latin works properly.
This is probably incorrect. If you speak chinese, korean or japanese,
please help me fix it. closes #1935
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