Age | Commit message (Collapse) | Author |
|
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
|
|
[Complex Text Layouts] Add drop-cap support to RTL.
|
|
|
|
|
|
|
|
|
|
|
|
Now if no text is selected, pressing the Copy button copies the entire text.
|
|
|
|
Option in RichTextLabel for height to fit content
|
|
|
|
|
|
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
|
|
|
|
|
|
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
|
|
-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
|
|
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.
|
|
Add push_* methods for fonts in rich_text_label
|
|
Provides method to push different font styles.
If no fonts are set nothing will happen, when the methods are used.
Fixes #27850
|
|
BBCode Tag:
[img=<width>x<height>]{path}[/img]
|
|
Object, it's too expensive
|
|
Fix crash on some platforms in RichTextLabel.
|
|
|
|
|
|
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.
|
|
Ensure indentation works properly in rich text
Fix formatting
|
|
Prevent incorrect static cast and unnecesarry meta_hover_ended/started
events.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
|
|
|
|
|
|
RichTextLabel, doc: Added new method to get total content height
|
|
|
|
|
|
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.
|
|
|
|
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.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
added option to keep font color on selection + use consistent selection color in help (fixes: #11501)
|
|
|
|
Also exposed get_line_count to GDScript.
|
|
- also fixed issue with total_chars ignoring first line
|
|
|
|
Fixes #10244.
|
|
* Added set_text function to RichTextLabel
* Added percent_visible attributes and functions to RichTextLabel
This should make switching from Label to RichTextLabel easier.
|