Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-09-21 | Merge pull request #11365 from leezh/freetype_mono | Rémi Verschelde | |
Added support for FT_PIXEL_MODE_MONO in FreeType | |||
2017-09-20 | Rename pos to position in user facing methods and variables | letheed | |
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is. | |||
2017-09-19 | Added support for FT_PIXEL_MODE_MONO in FreeType | Zher Huei Lee | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | |
2017-08-17 | Add closest_power_of_2 func and implement mix_rate/latency on OS X | Marcelo Fernandez | |
2017-08-16 | Synchronize parameter names in definition and declaration | TwistedTwigleg | |
Fixes #10244. | |||
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-07-22 | Several changes to better run in mobile. | Juan Linietsky | |
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-24 | Cache DynamicFont resource for Android | volzhs | |
2017-03-05 | A 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 | |||
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-02-13 | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam | |
This saves typing and is a step towards fixing #56 | |||
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | |||
2017-01-14 | rename String.extension() -> String.get_extension() / String.basename() -> ↵ | Juan Linietsky | |
String.get_basename() | |||
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
2017-01-04 | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky | |
-Modified help to display properties GDScript can still not make use of them, though. | |||
2017-01-02 | ObjectTypeDB 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() | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-01 | Welcome 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! | |||
2016-10-03 | Begining of GLES3 renderer: | Juan Linietsky | |
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working | |||
2016-08-02 | DynamicFont caches now accounts for texture flags | Zher Huei Lee | |
CacheID added for future-proofing | |||
2016-08-02 | Added extra spacing support for DynamicFont | Zher Huei Lee | |
Side effect is that label min-size will now take into account kerning. | |||
2016-08-02 | Added texture mipmaps and filtering to DynamicFont | Zher Huei Lee | |
2016-07-08 | Remove unused variables (fourth pass) + dead code | Rémi Verschelde | |
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33. | |||
2016-06-22 | Improved binding system (ObjectTypeDB::bind_method) to be friendlier to ↵ | Juan Linietsky | |
statically typed languages, should help in the Mono integration. Disabled by default. | |||
2016-06-19 | Merge pull request #5259 from neikeq/pr-textedit-zoom | Rémi Verschelde | |
TextEdit: Change font size with Ctrl+Mouse Wheel Up/Down | |||
2016-06-18 | DynamicFontData can be built-in (will still link to a ttf though), closes #4600 | Juan Linietsky | |
2016-06-18 | TextEdit: Change font size with Ctrl+Mouse Wheel Up/Down | Ignacio Etcheverry | |
2016-06-18 | Add missing license headers in our source files (#5255) | Rémi Verschelde | |
Also removes a couple wrong Godot headers from third-party source files. | |||
2016-06-13 | fix crash when clearing dynamicfontdata, closes #4877 | Juan Linietsky | |
2016-05-31 | Some cleanup to GDScript | Juan Linietsky | |
separated GDFunction (VM) from GDScript in two different files | |||
2016-05-30 | changed font system to use fallbacks | Juan Linietsky | |
this way more than 64k characters can be used | |||
2016-05-29 | Finalized DynamicFont implementation | Juan Linietsky | |
-DynamicFont uses Freetype by default -Editor fonts are now scalable thanks to this -Cleaned up documentation browser and added fonts for this | |||
2016-05-03 | Fix crash in dynamic font | sanikoyes | |
2016-05-01 | Support for dynamic fonts (TTF) | Juan Linietsky | |
Added support for DynamicFont, which can load a TTF of any size to use as a font. No import required. |