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path: root/scene/gui/rich_text_label.cpp
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Fix proper ordering of project settings properties, also fixes inability to ↵reduz2015-12-281-1/+1
| | | | change order of autoloads
* Merge pull request #3146 from akien-mga/pr-argument-namesRémi Verschelde2015-12-281-2/+2
|\ | | | | Add missing argument names in GDScript bindings + related fixes
| * Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-2/+2
| | | | | | | | | | All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
* | -fixed rich text label fill alignment, always works nowreduz2015-12-281-13/+22
|/ | | | -made also sure it doesn't crash, fixes #2688
* small optimization improvement to rich text label tablesreduz2015-12-261-4/+14
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* -Added table support to RichTextLabelreduz2015-12-261-125/+387
| | | | -Made help more readable, closes #2851
* Merge pull request #2975 from neikeq/help_scroll_topRémi Verschelde2015-12-021-6/+2
|\ | | | | Fix help view not scrolling to the top
| * Fix help view not scrolling to the topneikeq2015-12-021-6/+2
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* | Fix RichTextLabel copy never calledneikeq2015-12-021-1/+1
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* Fix editor help scroll to resultFranklin Sobrinho2015-11-271-1/+2
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* -Merged Script and Help tabsJuan Linietsky2015-11-171-1/+2
| | | | | | -Help tabs can be opened many at the same time -Color temperatures for opened scripts -Dominant script opening when switching scene tab
* Merge pull request #1899 from guilhermefelipecgs/fix_#1897Juan Linietsky2015-10-171-11/+7
|\ | | | | Fix for scroll_to_line and search functions, fix #1897
| * Fix for scroll_to_line and search functions, fix #1897Guilherme Felipe2015-05-131-11/+7
| | | | | | | | | | The function scroll_to_line(0) should return ERR_FAIL_INDEX because the first line is 1.
* | -fixes to navigation, so edge-merging is more flexible on conflictJuan Linietsky2015-06-011-6/+52
| | | | | | | | | | | | -add tab support to richtextlabel -some click fixes to audio stream resampled -ability to import largetextures (dialog)
* | fix a crash situation when starting a thread and other small fixesJuan Linietsky2015-05-181-0/+2
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* -Added prints() function, fixes #1132, #1859Juan Linietsky2015-05-091-0/+10
| | | | -Tabs work inside built-in log window, fixes #1867
* avoid crash on some cases of richtextlabel fill, but odd behavior persists, ↵Juan Linietsky2015-05-051-1/+3
| | | | #1803
* disable apply modifiers by default in export flagJuan Linietsky2015-04-221-1/+1
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* -Many fixes and demo for RichTexLabelJuan Linietsky2015-04-211-21/+186
| | | | -Proper ability to edit BBCode in RTL.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Import 3D Scene ImprovementsJuan Linietsky2014-06-191-1/+2
| | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-=- -If re-importing from the "dependency changed" dialog, edited scene will keep the local changes. -Imported scene will keep track of changes in the source asset -Geometry changes in source geometry or nodes with a different transform will be updated. -Materials will be kept if changed locally. -New nodes added will be kept -If nodes were reparented or renamed, they will still keep track -Deleted notes will be restored, use the -noimp option to avoid this. -In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import. -Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh. Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time. So Please test!!
* A bit of everything:Juan Linietsky2014-05-141-0/+4
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* -project settings are saved when changedJuan Linietsky2014-02-151-3/+107
| | | | | | | | -load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D -fix how documentation is generated, built in doc browser should be always up to date -copypaste, scrolling, etc in builtin doc -built-in scripts get saved now (though debugger may not always work on them) -Theme can be set to controls as a property
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+1476