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path: root/scene/gui/rich_text_label.cpp
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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
2017-02-16RichTextLabel add function remove_lineVincent
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
2017-01-13New API for visibility in both CanvasItem and SpatialJuan Linietsky
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
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
2017-01-08renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky
differentiated than generalized _input
2017-01-04-Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky
-Modified help to display properties GDScript can still not make use of them, though.
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!
2016-12-22Fix duplicated string on RichTextLabel if starts with '\n'volzhs
Fix #6212, #3773
2016-07-17Fix empty reference pages after restarting GodotFranklin Sobrinho
2016-07-10Merge pull request #5606 from akien-mga/pr-rtl-raw-textJuan Linietsky
RichTextLabel: Fix adding raw text when bbcode is disabled
2016-07-10Merge pull request #5489 from jejung/richtextlabel-get_textJuan Linietsky
RichTextLabel-get_text
2016-07-09RichTextLabel: Fix adding raw text when bbcode is disabledRémi Verschelde
Fixes #5605.
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
2016-06-29Adding support to get the raw text without formatting information from a ↵Jean Jung
RichTextLabel.
2016-06-14correctly wrap lines longer than width in richtextlabel, fixes #4735Juan Linietsky
2016-06-11make sure tab is not visible in RichTextLabel, closes #5079Juan Linietsky
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-28Fix proper ordering of project settings properties, also fixes inability to ↵reduz
change order of autoloads
2015-12-28Merge pull request #3146 from akien-mga/pr-argument-namesRémi Verschelde
Add missing argument names in GDScript bindings + related fixes
2015-12-28-fixed rich text label fill alignment, always works nowreduz
-made also sure it doesn't crash, fixes #2688
2015-12-28Add missing argument names in GDScript bindingsRémi Verschelde
All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-26small optimization improvement to rich text label tablesreduz
2015-12-26-Added table support to RichTextLabelreduz
-Made help more readable, closes #2851
2015-12-02Merge pull request #2975 from neikeq/help_scroll_topRémi Verschelde
Fix help view not scrolling to the top
2015-12-02Fix help view not scrolling to the topneikeq
2015-12-02Fix RichTextLabel copy never calledneikeq
2015-11-27Fix editor help scroll to resultFranklin Sobrinho
2015-11-17-Merged Script and Help tabsJuan Linietsky
-Help tabs can be opened many at the same time -Color temperatures for opened scripts -Dominant script opening when switching scene tab
2015-10-17Merge pull request #1899 from guilhermefelipecgs/fix_#1897Juan Linietsky
Fix for scroll_to_line and search functions, fix #1897
2015-06-01-fixes to navigation, so edge-merging is more flexible on conflictJuan Linietsky
-add tab support to richtextlabel -some click fixes to audio stream resampled -ability to import largetextures (dialog)
2015-05-18fix a crash situation when starting a thread and other small fixesJuan Linietsky
2015-05-13Fix for scroll_to_line and search functions, fix #1897Guilherme Felipe
The function scroll_to_line(0) should return ERR_FAIL_INDEX because the first line is 1.
2015-05-09-Added prints() function, fixes #1132, #1859Juan Linietsky
-Tabs work inside built-in log window, fixes #1867
2015-05-05avoid crash on some cases of richtextlabel fill, but odd behavior persists, ↵Juan Linietsky
#1803
2015-04-22disable apply modifiers by default in export flagJuan Linietsky
2015-04-21-Many fixes and demo for RichTexLabelJuan Linietsky
-Proper ability to edit BBCode in RTL.
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-06-19Import 3D Scene ImprovementsJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -If re-importing from the "dependency changed" dialog, edited scene will keep the local changes. -Imported scene will keep track of changes in the source asset -Geometry changes in source geometry or nodes with a different transform will be updated. -Materials will be kept if changed locally. -New nodes added will be kept -If nodes were reparented or renamed, they will still keep track -Deleted notes will be restored, use the -noimp option to avoid this. -In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import. -Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh. Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time. So Please test!!
2014-05-14A bit of everything:Juan Linietsky
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
2014-02-15-project settings are saved when changedJuan Linietsky
-load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D -fix how documentation is generated, built in doc browser should be always up to date -copypaste, scrolling, etc in builtin doc -built-in scripts get saved now (though debugger may not always work on them) -Theme can be set to controls as a property
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky