Age | Commit message (Collapse) | Author |
|
Happy new year to the wonderful Godot community!
|
|
|
|
The second in my quest to make Godot 3.x compile with -Werror on GCC7
|
|
fixed Import LineEdit to label + label stylebox
|
|
|
|
|
|
|
|
Partial revert of #10380 based on contributor ~~bullying~~ feedback.
|
|
Also renames `set_message_translation` to `set_message_localization`
for consistency.
|
|
- 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
|
|
|
|
|
|
-Added system for feature overrides, it's pretty cool :)
|
|
|
|
-Label and Button reload translation on the fly
-Resources are loaded and reload depending on locale
|
|
|
|
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
|
|
modified files)
-.pck and .zip exporting redone, seems to be working..
|
|
This new name also makes its purpose a little clearer
This is a step towards fixing #56
|
|
This saves typing and is a step towards fixing #56
|
|
|
|
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.
|
|
-Changed clip to a property in Control which can be set by the user
|
|
replaced by mouse filter
|
|
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()
|
|
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!
|
|
Fix #7055
|
|
|
|
Side effect is that label min-size will now take into account
kerning.
|
|
|
|
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.
|
|
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
|
|
|
|
|
|
caused by #5030
|
|
fix line_edit draw char(x ofs_max)
|
|
-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
|
|
|
|
- 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
|
|
|
|
- no longer inherits Range - instead, more sensible
function names controlling lines visible
- more accurate vertical alignment
- percent_visible preserved even after setting new text
|
|
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.
|
|
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
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|