Age | Commit message (Collapse) | Author |
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Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
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Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
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- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
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objects and made them default.
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RichTextLabel: proper handling of internal key events
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Fixes #36211
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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Fix to RichTextEffect `visibility` - Label Now Accounts for Skipped Characters.
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- Fix build with gdscript module disabled. Fixes #31011.
- Remove unused `gdscript` compile option.
- Fix build with regex module disabled.
- Fix ImageLoaderSVG to forward declare thirdparty structs.
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A picture is easier to describe this issue than words. Basically, rich
text effects allowed for character visibility changes. While doing so
would work properly, the rich text label would render the next `word` in
an offset accounting for the hidden characters (leaving a huge space.)
This patch fixes this issue by keeping track of the amount of
`backtrack` necessary per line.
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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`ItemFrame` always have a line.
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Add push_* methods for fonts in rich_text_label
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Bugfix 32981.
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Fix scrolling RichTextLabel with scroll_active=false
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Provides method to push different font styles.
If no fonts are set nothing will happen, when the methods are used.
Fixes #27850
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BBCode Tag:
[img=<width>x<height>]{path}[/img]
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Object, it's too expensive
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From issue #32089 -- I messed up the property hints by putting them
in the wrong location. Should be working as intended now.
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Added a new ItemFX type to RichTextLabel which supports dynamic text
effects.
RichTextEffect Resource Type was added which can be extended for more
real time text effects.
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Change cursor to multi-selection cursor when selecting text in RichTextLabel
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Fix for #27545 : returns 'CURSOR_IBEAM' shape when selection is clicked.
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This results in slightly smaller binaries (-17 KB for an editor binary)
as no strings need to be allocated.
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Remove redundant code, possible NULL pointers and others
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Ensure indentation works properly in rich text
Fix formatting
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Also fixes #6982
Fix error and formatting
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Fixes #27384
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Small fixes, mostly duplicated code
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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meta_hover_ended caused the entire project to crash
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RichTextLabel component.
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Prevent incorrect static cast and unnecesarry meta_hover_ended/started
events.
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Fixes #25316.
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Happy new year to the wonderful Godot community!
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Fix richtextlabel meta links shouldn't open when swiping to scroll
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