Age | Commit message (Collapse) | Author |
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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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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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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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-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
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CacheID added for future-proofing
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Side effect is that label min-size will now take into account
kerning.
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Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
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statically typed languages, should help in the Mono integration.
Disabled by default.
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TextEdit: Change font size with Ctrl+Mouse Wheel Up/Down
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Also removes a couple wrong Godot headers from third-party source files.
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separated GDFunction (VM) from GDScript in two different files
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this way more than 64k characters can be used
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-DynamicFont uses Freetype by default
-Editor fonts are now scalable thanks to this
-Cleaned up documentation browser and added fonts for this
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Added support for DynamicFont, which can load a TTF of any size to use
as a font. No import required.
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