Age | Commit message (Collapse) | Author |
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Add push_* methods for fonts in rich_text_label
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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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Fix crash on some platforms in RichTextLabel.
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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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Ensure indentation works properly in rich text
Fix formatting
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Prevent incorrect static cast and unnecesarry meta_hover_ended/started
events.
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Happy new year to the wonderful Godot community!
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RichTextLabel, doc: Added new method to get total content height
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Text overflowed canvas as tables didn't calculate correctly the width
of their columns. They used the whole table width available for each
column. Also, the `cell` parameter was wrongly parsed if used with its
optional argument (expand ratio).
This PR fixs the parsing of `cell` parameter (i.e. `cell=e`) and the
distribution of the full table width between columns, but it overrides
automatically the `expand` flag if the column is smaller than it could
be, to allow a better UX out-of-the-box. It keeps the `expand_ratio`
flag to let the user customize how every column grows in relation to
the rest.
Partially fix #6289.
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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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added option to keep font color on selection + use consistent selection color in help (fixes: #11501)
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Also exposed get_line_count to GDScript.
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- also fixed issue with total_chars ignoring first line
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Fixes #10244.
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* Added set_text function to RichTextLabel
* Added percent_visible attributes and functions to RichTextLabel
This should make switching from Label to RichTextLabel easier.
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this might cause bugs I haven't found yet..
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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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- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
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differentiated than generalized _input
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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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RichTextLabel.
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-Made help more readable, closes #2851
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-add tab support to richtextlabel
-some click fixes to audio stream resampled
-ability to import largetextures (dialog)
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-Proper ability to edit BBCode in RTL.
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-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
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