godot/scene
robfram b855bc44ae Implement line clipping for TextureProgress to avoid bad rendering due to imprecise UV mapping
Original code used a quick aproximation for simulating the
correspondent texel in the `TextureProgress` texture as radial
progress indicator. This lead to visualization errors. Changed it for
a Liang-Barsky line clipping algorithm stripped to its minimum for
this specific use case.

Fix #17364.

(cherry picked from commit 7991bd168d)
2018-04-28 16:19:52 +02:00
..
2d Update Sprite when Texture changes 2018-04-28 16:13:28 +02:00
3d Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D 2018-03-28 22:43:44 +02:00
animation AnimationPlayer: fix scrubbing after play backwards 2018-04-28 15:55:36 +02:00
audio Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D 2018-03-28 22:43:44 +02:00
gui Implement line clipping for TextureProgress to avoid bad rendering due to imprecise UV mapping 2018-04-28 16:19:52 +02:00
main FIX Windows enter/exit mouse notifications 2018-04-14 20:25:57 +02:00
resources Add an hinting mode setting to DynamicFonts 2018-03-28 22:56:04 +02:00
register_scene_types.cpp BMFont loading direct support from .fnt files. 2018-01-16 17:58:04 -03:00
register_scene_types.h Add missing copyright headers and fix formatting 2018-01-05 01:22:23 +01:00
scene_string_names.cpp Renamed tree_exited to tree_exiting. tree_exited is now used for actual out of tree notification. 2018-01-12 08:29:24 -03:00
scene_string_names.h Renamed tree_exited to tree_exiting. tree_exited is now used for actual out of tree notification. 2018-01-12 08:29:24 -03:00
SCsub disable caching for targets using helper functions 2017-11-28 23:24:12 -04:00