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2022-11-15Merge pull request #67948 from DeeJayLSP/split_webpRémi Verschelde
Overhaul WebP packer and split compression options
2022-11-15Overhaul WebP packer and split compression optionsDeeJayLSP
2022-11-15Fixes infinite loop in ResourceFormatText when having unexpected end of fileGilles Roudière
2022-11-14Merge pull request #68664 from bruvzg/bmp_base_sizeRémi Verschelde
[Bitmap font] Always set valid fixed size, even if it's not set in the `fnt` file.
2022-11-14Merge pull request #68657 from Sauermann/fix-redundant-initializationRémi Verschelde
Remove redundant non-trivial Variant types initializations
2022-11-14[Bitmap font] Always set valid fixed size, even if it's not set in the `fnt` ↵bruvzg
file.
2022-11-14Fix periods in editor strings and messagesHugo Locurcio
- Ensure all strings with ellipsis end with 3 periods instead of 2. - Fix extraneous period in "Error calling from signal '...' to callable" messages.
2022-11-14Remove redundant Variant-types initializationsMarkus Sauermann
2022-11-14Fix misc formatting issuesRémi Verschelde
Somehow I missed the failing CI report from trailing whitespace. Fixed a couple typos found by codespell while at it, and misc trailing semicolons in one of the files.
2022-11-14Merge pull request #68582 from bruvzg/inv_gd3_bmp_fontRémi Verschelde
Add a special case for importing bitmap fonts designed for Godot 3.
2022-11-13Add optional UV2 logic for lightmapping to primitive shapesBastiaan Olij
2022-11-13Add a special case for importing bitmap fonts designed for Godot 3.bruvzg
2022-11-12Merge pull request #68477 from dzil123/visual_shader_ufunc_input_fixYuri Rubinsky
Fixes https://github.com/godotengine/godot/issues/68463
2022-11-11Merge pull request #68513 from Chaosus/fix_shader_paramRémi Verschelde
Fix `Shader::has_parameter` to return a correct value
2022-11-11Merge pull request #68428 from nikitalita/fix-mesh-convertRémi Verschelde
Fix deprecated mesh conversion
2022-11-11Fix `Shader::has_parameter` to return a correct valueYuri Rubinsky
2022-11-10fix old mesh conversion offsetsnikitalita
2022-11-10Visual Shader UVFunc keep existing input value on function changedzil123
2022-11-08Fix crash from impossible Object::cast_toMarkus Sauermann
A Vector<>-variant can't be used in an Object::cast_to, because Vector doesn't inherit from Object and this cast always returns a nullptr. This patch replaces the Object::cast_to and accesses the contained Vector directly.
2022-11-08Remove duplicate project settings definitionskobewi
2022-11-07Code simplificationsMarkus Sauermann
CanvasItemEditor: - p_result == ADD_MOVE is always true in this switch-clause - both parts of the if-else-clause do the same thing and simplified an affine_inverse call ControlEditorToolbar: - private function ControlEditorToolbar::_anchor_to_position is used nowhere. Looks like copy and paste from CanvasItemEditor::_anchor_to_position ScrollContainer: - screen_is_touchscreen is always true, because otherwise the function already returned TextLine: - both parts of the if-else-clause do the same thing and simplified return statement
2022-11-03Hide Antialiasing import option on DynamicFonts with MSDF enabledHugo Locurcio
Antialiasing cannot be adjusted on fonts rendered with MSDF. Internally, Godot always uses grayscale antialiasing for those fonts. This also tweaks property hints for consistency, and renames uses of "sub-pixel" to the more commonly used "subpixel".
2022-11-03Merge pull request #67540 from KoBeWi/hue_hue_hueRémi Verschelde
Add a separate hue gradient for OKHSL mode
2022-11-02Merge pull request #66017 from Mickeon/rename-image-copy-rectRémi Verschelde
Rename Image's `get_rect` to `get_region`
2022-11-02Change hue icons to horizontal GradientTexture2Dkobewi
2022-11-02Add a separate hue gradient for OKHSL modekobewi
2022-11-01Rename Image's `get_rect` to `get_region`Micky
Also renames its parameter to from "rect" to "region".
2022-11-01Move rotation sampling from Path2D to Curve2DYaohua Xiong
The rotation sampling code is moved from Path2D to a new method `sample_baked_with_rotation` on Curve2D.
2022-10-31Merge pull request #67895 from bruvzg/ts_fix_obj_rectsRémi Verschelde
Fix `TextLine` and `TextParagraph` `get_*_object_rect` methods not accounting for alignment and drop cap.
2022-10-31Merge pull request #67486 from bruvzg/bmp_oemRémi Verschelde
[Font] Add support for OEM encoded bitmap fonts.
2022-10-31Merge pull request #67578 from KoBeWi/GEDITORRémi Verschelde
Unify usage of GLOBAL/EDITOR_GET
2022-10-31Merge pull request #67588 from KoBeWi/if(!GDVIRTUAL_CALL)don'tRémi Verschelde
Simplify GDVIRTUAL_CALL calls
2022-10-31Merge pull request #63590 from golfinq/fbg-paddingRémi Verschelde
Add padding options in theme for fg/bgcolor tags in RichTextLabel
2022-10-31Merge pull request #67888 from KoBeWi/overrideadRémi Verschelde
Remove `override_selected_font_color` property
2022-10-28Change all WEBP strings and comments to WebPDeeJayLSP
2022-10-27Merge pull request #66383 from aaronfranke/basis-from-eulerClay John
Clean up Basis from Euler code
2022-10-26Remove override_selected_font_color propertykobewi
2022-10-26Fix `TextLine` and `TextParagraph` `get_*_object_rect` methods not ↵bruvzg
accounting for alignment and drop cap.
2022-10-25Merge pull request #67431 from Chaosus/vs_fix_nodes_codeYuri Rubinsky
2022-10-23Merge pull request #67390 from groud/more_conservative_terrain_paintingClay John
Make terrain painting not change neighbors centers bits
2022-10-21Clean up Basis from Euler codeAaron Franke
2022-10-21Merge pull request #67684 from patchfx/fix-typo-in-draw-rect-regionMax Hilbrunner
Fix tp_canvas_item typo in _draw_rect_region
2022-10-20Merge pull request #67506 from squashiv/masterClay John
Expose Shape2D::get_rect to scripting
2022-10-20Fix tp_canvas_item typo in _draw_rect_regionRichard Patching
2022-10-20Make terrain painting not change neighbors centers bitsGilles Roudière
2022-10-20Expose Shape2D::get_rect to scriptingsquash
2022-10-19Fix code generation for some visual shader nodesYuri Rubinsky
2022-10-19Simplify GDVIRTUAL_CALL callskobewi
2022-10-18Unify usage of GLOBAL/EDITOR_GETkobewi
2022-10-18Fix typo in VisualShader DistanceFade nodePatrick