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2021-09-13Merge pull request #51805 from skysphr/scrollbar-icons-pressedHugo Locurcio
Added increment_pressed and decrement_pressed icons to scrollbars
2021-08-27Makes FontData importable resource.bruvzg
Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support.
2021-08-22Merge pull request #51700 from Geometror/fix-color-pickerK. S. Ernest (iFire) Lee
Reimplement ColorPicker presets
2021-08-20Merge pull request #51866 from requizm/fix/49455Hugo Locurcio
Fix `line_separation` working incorrectly in `RichTextLabel`
2021-08-20Fix line_separation constant working incorrectly in RichTextLabelrequizm
2021-08-18Reimplement ColorPicker presetsHendrik Brucker
2021-08-17Added increment_pressed and decrement_pressed icons to scrollbarsskysphr
2021-08-16Added icons and API for indeterminate checkmarks for the Tree class.Kevin Fischer
2021-08-16Changes the icon of node arranger in GraphEdit/VisualScript/VisualShaderUmang Kalra
2021-08-12Better port handling connection for `GraphEdit`Yuri Roubinsky
2021-08-10Merge pull request #49343 from theoway/node_auto_arrangement_graph_editK. S. Ernest (iFire) Lee
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
2021-08-11Automatic arrangement of nodes in VisualScript/VisualShaders editorsUmang Kalra
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this feature is compact, with minimum crossings between connections & uniform horizontal & vertical gaps between the nodes. This work has been sponsored by GSoC '21. Full list of additions/changes: • Added arrange_nodes() method in GraphEdit module. • This method computes new positions for all the selected nodes by forming blocks and compressing them. The nodes are moved to these new positions. • Adding this method to GraphEdit makes it available for use in VisualScript/VisualShaders editors and its other subclasses. • Button with an icon has been added to call arrange_nodes() in GraphEdit. • This button is inherited by VisualScript/VisualShaders editors to invoke the method. • Undo/redo is functional with this method. • By using signals in arrange_nodes(), position changes are registered in undo/redo stack of the subclass that is using the method. • Metadata of the method has been updated in ClassDB • Method description has been added to class reference of GraphEdit
2021-08-07Fix Gradient, Color Picker BG, Fix CanvasItem::draw_texture_rect p_tileNathan Franke
2021-08-01Clean up and complete CodeEdit inspector and docsPaulb23
2021-08-01Move line length guidelines into CodeEditPaulb23
2021-08-01Move brace matching into CodeEditPaulb23
2021-07-27Multiple cosmetic fixes for embedded windowsMichael Alexsander
2021-07-13Add header theme type variations to labelskobewi
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-01Move code folding into CodeEdit and hide line hiding APIPaulb23
2021-06-01Move and expose AutoComplete in CodeEditPaulb23
2021-05-25Add highlight to the relationship lines of selected Tree itemsYuri Sizov
2021-05-22Add custom background line colour to TextEdit and remove marked linesPaulb23
2021-05-17Use a DynamicFont for the default project themeHugo Locurcio
This makes font oversampling work out of the box, while also increasing the supported character set's size. The default font is now larger as well to better fit today's screen resolutions. The OpenSans SemiBold font was chosen for two reasons: - Small file size, yet its character set supports Latin-1 and Cyrillic text. - A heavier font weight looks better in most "game" scenarios and is more readable against mixed-color backgrounds. This is considered a breaking change as it changes the default font's metrics, which will likely affect how Control nodes are laid out in scenes (unless a custom font is in use).
2021-04-27Tabs: Remove unused 'panel' stylebox from default themeRémi Verschelde
Cf. https://github.com/godotengine/godot/issues/37875#issuecomment-625297308.
2021-04-17Rename LineEdit caret_* properties getters and setters to match propertyMarcel Admiraal
2021-04-06Add Various ColorPicker shapesKongfa Waroros
2021-03-28Rename Texture.get_data() to get_image()Marcel Admiraal
2021-03-26Merge pull request #47163 from bruvzg/macos_sandbox_file_dialogRémi Verschelde
FileDialog: add Back/Forward buttons, add message for inaccessible folders.
2021-03-23Merge pull request #37755 from KoBeWi/check_downRémi Verschelde
Add disabled theme icons for CheckBox
2021-03-23FileDialog: add Back/Forward buttons, add message for inaccessible folders.bruvzg
2021-03-09Add interpolation bar on each channel in ColorPickerKongfa Waroros
2021-03-08Improve bitmap font scaling. Fix default theme font size.bruvzg
2021-02-24Merge pull request #46045 from bruvzg/text_server_bmp_createRémi Verschelde
[TextServer] Restores bitmap font dynamic construction functions.
2021-02-15[Text Server] Restores bitmap font dynamic construction functions.bruvzg
2021-02-15Improved PopupMenu visuals. Removed x-y margin, made it 'padding' instead.Eric M
2021-02-14[CTL] Add missing font outline drawing routines and theme constants.bruvzg
2021-02-12Fix LineEdit minimum widthreduz
-Changed theme setting name to make more sense of what it does -Reduced amount of minimum characters, so minimum size is smaller.
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-01-28doc: Sync classref with current sourceRémi Verschelde
2021-01-27Added missed Button `font_hover_pressed_color` styleYuri Roubinsky
2021-01-26Reveals Button "icon_color" style properties to the userYuri Roubinsky
2021-01-26Merge pull request #44194 from madmiraal/fix-font_selected_colorRémi Verschelde
Change themes font_color_selected to font_selected_color
2021-01-25Fix minimap capturing events and improve its themeYuri Sizov
Add an editor setting for minimap opacity in visual editors
2021-01-24Change themes *_color_* to *_*_colorMarcel Admiraal
Changed: font_color_accel -> font_accelerator_color font_color_bg -> font_unselected_color font_color_disabled -> font_disabled_color font_color_fg -> font_selected_color font_color_hover -> font_hover_color font_color_hover_pressed -> font_hover_pressed_color font_color_pressed -> font_pressed_color font_color_readonly -> font_readonly_color font_color_selected -> font_selected_color font_color_shadow -> font_shadow_color font_color_uneditable -> font_uneditable_color icon_color_disabled -> icon_disabled_color icon_color_hover -> icon_hover_color icon_color_hover_pressed -> icon_hover_pressed_color icon_color_normal -> icon_normal_color icon_color_pressed -> icon_pressed_color Also includes: font_outline_modulate -> font_outline_color tab_fg -> tab_selected tab_bg -> tab_unselected
2021-01-19Cleanup: Remove executable bit from files which don't need itRémi Verschelde
Drop unused xpmfix.sh script.
2021-01-18Fix typo in theming methods ("botton" -> "bottom")Hugo Locurcio
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-17Merge pull request #43416 from pycbouh/graph-minimapRémi Verschelde
Add a minimap to the GraphEdit