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<title>godot.git/scene/resources/default_theme, branch mirror</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/scene/resources/default_theme?h=mirror</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/resources/default_theme?h=mirror'/>
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<updated>2018-06-19T01:12:08Z</updated>
<entry>
<title>-Added AnimationGraphPlayer (still missing features)</title>
<updated>2018-06-19T01:12:08Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2018-06-19T01:10:48Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0a1c1c660fc6aa0689816e85f2b6791c225c6d63'/>
<id>urn:sha1:0a1c1c660fc6aa0689816e85f2b6791c225c6d63</id>
<content type='text'>
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
</content>
</entry>
<entry>
<title>-New inspector.</title>
<updated>2018-05-15T20:14:31Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2018-05-15T20:12:35Z</published>
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<id>urn:sha1:005b69cf6e276209464cc8c36ebc7376679925b6</id>
<content type='text'>
-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)

-
</content>
</entry>
<entry>
<title>Always emit dynamic font change in update_oversampling</title>
<updated>2018-05-08T12:01:15Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2018-03-19T13:48:43Z</published>
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<id>urn:sha1:863dd9aa46aff502f7425ea6045de93bf09b76a3</id>
<content type='text'>
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.
</content>
</entry>
<entry>
<title>Perfect FreeType-based outlines for DynamicFonts</title>
<updated>2018-05-08T06:45:24Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2018-03-17T08:44:34Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5cd12f6649387f91d08fd17bf3c70e732798ab58'/>
<id>urn:sha1:5cd12f6649387f91d08fd17bf3c70e732798ab58</id>
<content type='text'>
- 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.
</content>
</entry>
<entry>
<title>Implement font shadows for RichTextLabel</title>
<updated>2018-04-12T12:09:48Z</updated>
<author>
<name>Markus Törnqvist</name>
</author>
<published>2018-04-11T13:08:56Z</published>
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<id>urn:sha1:1c6ea572ca818562fba51a01e08345d3657142c9</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add radio-button-looking entries to PopupMenu</title>
<updated>2018-03-27T17:19:45Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2018-03-23T20:55:40Z</published>
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<id>urn:sha1:ab3b1d9f3ed5c8a4dda885d84ed5949b0146639d</id>
<content type='text'>
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.
</content>
</entry>
<entry>
<title>set a better initial size to TextEdit nodes</title>
<updated>2018-01-11T11:11:44Z</updated>
<author>
<name>Paul Joannon</name>
</author>
<published>2018-01-11T11:11:44Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=842cb1ad8c06b9abd74f351149b0e6bc5c3a787b'/>
<id>urn:sha1:842cb1ad8c06b9abd74f351149b0e6bc5c3a787b</id>
<content type='text'>
Address #15163
</content>
</entry>
<entry>
<title>Merge pull request #15186 from GodotExplorer/default-theme</title>
<updated>2018-01-04T13:50:15Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-04T13:50:15Z</published>
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<id>urn:sha1:dc2cc6bc2b2c5ca770675267bff98f434566866b</id>
<content type='text'>
Fix errors with custom theme and custom font in project settings.</content>
</entry>
<entry>
<title>Update copyright statements to 2018</title>
<updated>2018-01-01T13:40:47Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-01T13:40:08Z</published>
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<id>urn:sha1:b50a9114b105dafafdda8248a38653bca314a6f3</id>
<content type='text'>
Happy new year to the wonderful Godot community!
</content>
</entry>
<entry>
<title>Fix errors with custom default theme and custom fonts.</title>
<updated>2017-12-30T09:30:37Z</updated>
<author>
<name>geequlim</name>
</author>
<published>2017-12-30T08:11:00Z</published>
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<id>urn:sha1:bd0a9f4bd607a324eb2220502a506abad5f33c10</id>
<content type='text'>
</content>
</entry>
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