Age | Commit message (Collapse) | Author |
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-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
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Improve 3D selection
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Fully expose the data variable in AudioStreamSample and AudioStreamOGGVorbis
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-make curve texture preview not so large, so its easier to embed the editor
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Fix property bug in CubeMesh which prevent it from changing in inspector
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Restore support for minimal 3x3 autotile sets
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-Plenty of fixes and improvements to new inspector
-Fixes that were needed to make inspector work better
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Ceil char width within Label instead of Font
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ImageTexture.load returns an error code.
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-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
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Some classes use Font::get_char_size directly and not only for
autowrapping. RichTextLabel is one such example. So this commit
reverts aa8561d (PR #17504) and instead ceils character width within
Label. This makes sure Label autowraps correctly while not affecting
other Font clients.
Fixes #18835.
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Fixes #18774.
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Fix particle animation controls
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Fixes #15787.
The issue occurred when two (or more) separate DynamicFont instances
used the same DynamicFontAtSize instance due to having equal
properties. The first instance updated its data_at_size and emitted
"changed" signal, but the second did not because it considered the
data_at_size to be up to date, even though it has just been updated.
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- Implement outlines based on FreeType Stroker API. This allows
artifact-free results, similar to what you will see in Web or any text
editing tools. Outline is a part of DynamicFont rather than Label,
because outlines have to be baked into the font's atlas. Font has a
default outline_color and a Label can specify font_outline_modulator
that will be multiplied with the Font's color to get the final result.
- draw_char now has to be called twice to fully render a text - first
with p_outline == true for each character and then with
p_outline == false for each character.
- Number of draw-calls is reduced from 5 to 2 per outlined character.
- Overall cleanup of DynamicFont code, extracted duplicated code pieces
into separate methods.
- The change is backward-compatible - Labels still have outline
properties that work exactly as they worked before.
Closes #16279.
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Ceil dynamic font glyph size
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Fix StyleBox ignoring region rect and ProgressBar using center size
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Added flag on SpatialMaterial to disable shadows
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Implement font shadows for RichTextLabel
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Add methods get_closest_point and get_closest_offset for both Curve2D and Curve3D
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Added custom aabb to primitives
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Curve3D
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...and also changes "_set_data" and "_get_data" to "set_data" and "get_data" respectively.
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-Missing Icons
-Missing freezing option (for baking light and faster load)
-Missing a way to export from Godot (GLTF2?)
-Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs)
Happy testing!
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expose Tileset TileMode to GDScript
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Add flip switch to SurfaceTool.generate_normals
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Duplicate Arrays and Dictionaries when instancing scene in editor
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Fix converting to tileset crashes Godot if existing file is not tileset
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Removed unnecessary newlines from tscn
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Radio buttons in menus
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Since create_outline can only make outline for PRIMITIVE_TRIANGLES,
when QuadMesh (which is PRIMITIVE_TRIANGLE_FAN) is used to create
outline, will leave `arrays` empty, and crash when it is being indexed
for "indices" subarray.
This PR shows error when there's only one surface and it is not
TRIANGLES. Also prevent the crash if it has more than one surface
and none of them are TRIANGLES (and any other cases that could leave
`arrays` empty) by checking the size of `arrays` == 8 before indexing
it, since the method seems to expect `arrays` to be of that size.
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ProgressBar used the center size of the stylebox to calculate its minimum size, thus disallowing certain setups.
If the old behaviour is wanted, it can be forced by providing a custom minimum size, or by giving proper margins to the stylebox.
Fixes #17779.
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They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually.
`is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button.
Keeping check in the name adds an additional clue about these facts.
Closes #13055.
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