Commit graph

121 commits

Author SHA1 Message Date
sanikoyes 5f7b42cb87 fix line_edit&label get min size bug
fix line_edit draw char(x ofs_max)
2016-06-04 18:10:11 +08:00
Juan Linietsky c195c0df6b -Added configuration warning system for nodes
-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
2016-05-17 18:28:44 -03:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Zher Huei Lee 564f3e0302 fix minsize-related issues with Label
- fixed end of string adding to Label minsize
 - exposed set_clip_text() and is_clipping_text() to the script side
 - text would now never stick outside its boundaries
 - label min-height is now restricted by max_lines_visible
2015-09-08 10:17:28 +01:00
Zher Huei Lee a0ba134643 added get_visible_characters() to Label 2015-09-07 22:56:16 +01:00
Zher Huei Lee 7c5cd0c296 reworked Label class
- no longer inherits Range - instead, more sensible
   function names controlling lines visible
 - more accurate vertical alignment
 - percent_visible preserved even after setting new text
2015-09-07 19:56:17 +01:00
Juan Linietsky 95047562d7 Several performance improvements, mainly in loading and instancing scenes and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.

WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00
Juan Linietsky 9f686563d0 fixed latin separation in label, broke it? for cjk
changed non-separatable character detection so latin works properly.
This is probably incorrect. If you speak chinese, korean or japanese,
please help me fix it.  closes #1935
2015-05-19 22:26:25 -03:00
ehriche ac9263c680 clearified parenthesis of if construct 2015-05-06 01:39:42 +02:00
Gen 0bc5b7a146 Optimize the code. 2015-05-01 18:47:34 +08:00
Gen c322eddffb fixed a autowrap bug when word is too length. 2015-04-30 12:47:05 +08:00
Gen 57d571a1c4 Update label.cpp 2015-04-30 00:03:19 +08:00
Gen 02d672753f space is only skipped when autowrap. 2015-04-29 23:43:39 +08:00
Gen ad358562e5 record the number of space before a words. 2015-04-29 16:34:25 +08:00
Gen 1a6012aff5 Update label.cpp 2015-04-28 23:06:34 +08:00
Juan Linietsky fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky acc6f3b285 signed distance field font support 2015-03-21 00:43:33 -03:00
Juan Linietsky 0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
Juan Linietsky b24fe3dd20 Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=-

-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency

Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-

-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 00:10:51 -03:00
Theo Hallenius 359ea6088c Made a uniform distribution of characters in Label::set_percent_visible() 2014-05-31 23:50:10 +02:00
Juan Linietsky 0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00