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path: root/scene/gui/label.cpp
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2017-06-28Reworked translation systemJuan Linietsky
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-09-Translation text will change automatically for in-game buttons, labels, ↵Juan Linietsky
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.
2017-01-09-All types have editable script now in propertiesJuan Linietsky
-Changed clip to a property in Control which can be set by the user
2017-01-08-removed stop mouse and ignore mouse from control, which were confusing, ↵Juan Linietsky
replaced by mouse filter
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
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()
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-11-07Fix Label valign positionvolzhs
Fix #7055
2016-11-04fix a tiny typoScotFlux
2016-08-02Added extra spacing support for DynamicFontZher Huei Lee
Side effect is that label min-size will now take into account kerning.
2016-07-18Label: Added `get_visible_line_count` methodIgnacio Etcheverry
2016-07-09line/col label was changing size with each cursor move, forcing the GUI to ↵Juan Linietsky
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.
2016-07-07Remove unused variables (third pass) + dead codeRémi Verschelde
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-06-09Fix last line of label being deleted by line spacingJuan Linietsky
2016-06-09Revert "Fix min size bug of Label"Juan Linietsky
2016-06-06Fix min size bug of Labelvolzhs
caused by #5030
2016-06-04fix line_edit&label get min size bugsanikoyes
fix line_edit draw char(x ofs_max)
2016-05-17-Added configuration warning system for nodesJuan Linietsky
-Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-09-08fix minsize-related issues with LabelZher Huei Lee
- 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
2015-09-07added get_visible_characters() to LabelZher Huei Lee
2015-09-07reworked Label classZher Huei Lee
- no longer inherits Range - instead, more sensible function names controlling lines visible - more accurate vertical alignment - percent_visible preserved even after setting new text
2015-06-29Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky
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.
2015-05-19fixed latin separation in label, broke it? for cjkJuan Linietsky
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
2015-05-06clearified parenthesis of if constructehriche
2015-05-01Optimize the code.Gen
2015-04-30fixed a autowrap bug when word is too length.Gen
2015-04-30Update label.cppGen
2015-04-29space is only skipped when autowrap.Gen
2015-04-29record the number of space before a words.Gen
2015-04-28Update label.cppGen
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-03-21signed distance field font supportJuan Linietsky
2014-11-05SceneMainLoop -> SceneTreeJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
2014-10-03Huge Amount of BugFixJuan Linietsky
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-05-31Made a uniform distribution of characters in Label::set_percent_visible()Theo Hallenius
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky