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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+1
| | | | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
* Fix Label valign positionvolzhs2016-11-151-3/+3
| | | | | | Fix #7055 (cherry picked from commit c0e87f2a248af48b22f414ecc00df2631a715eac)
* fix a tiny typoScotFlux2016-11-151-2/+2
| | | | (cherry picked from commit 8639d6e806379bc5c0517851f5c6ff5ecbad51d4)
* Added extra spacing support for DynamicFontZher Huei Lee2016-08-021-2/+2
| | | | | Side effect is that label min-size will now take into account kerning.
* Label: Added `get_visible_line_count` methodIgnacio Etcheverry2016-07-181-0/+16
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* line/col label was changing size with each cursor move, forcing the GUI to ↵Juan Linietsky2016-07-091-1/+3
| | | | | | | resize upwards and costing considerably CPU usage. It has been changed so it won't resize the UI when modified. This will make the code editor feel a lot smoother.
* Remove unused variables (third pass) + dead codeRémi Verschelde2016-07-071-1/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Fix last line of label being deleted by line spacingJuan Linietsky2016-06-091-1/+3
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* Revert "Fix min size bug of Label"Juan Linietsky2016-06-091-2/+2
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* Fix min size bug of Labelvolzhs2016-06-061-2/+2
| | | | caused by #5030
* fix line_edit&label get min size bugsanikoyes2016-06-041-2/+2
| | | | fix line_edit draw char(x ofs_max)
* -Added configuration warning system for nodesJuan Linietsky2016-05-171-3/+5
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* fix minsize-related issues with LabelZher Huei Lee2015-09-081-10/+11
| | | | | | | - 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
* added get_visible_characters() to LabelZher Huei Lee2015-09-071-1/+7
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* reworked Label classZher Huei Lee2015-09-071-105/+145
| | | | | | | - no longer inherits Range - instead, more sensible function names controlling lines visible - more accurate vertical alignment - percent_visible preserved even after setting new text
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-5/+5
| | | | | | | | 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.
* fixed latin separation in label, broke it? for cjkJuan Linietsky2015-05-191-3/+7
| | | | | | 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
* clearified parenthesis of if constructehriche2015-05-061-1/+1
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* Optimize the code.Gen2015-05-011-66/+31
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* fixed a autowrap bug when word is too length.Gen2015-04-301-6/+5
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* Update label.cppGen2015-04-301-1/+20
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* space is only skipped when autowrap.Gen2015-04-291-3/+2
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* record the number of space before a words.Gen2015-04-291-16/+26
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* Update label.cppGen2015-04-281-5/+37
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* signed distance field font supportJuan Linietsky2015-03-211-1/+3
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-1/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* Huge Amount of BugFixJuan Linietsky2014-10-031-2/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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)
* Made a uniform distribution of characters in Label::set_percent_visible()Theo Hallenius2014-05-311-3/+8
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+619