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path: root/scene/gui/texture_progress.cpp
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* add tint for under, progress and over and tint groupbosak2018-04-011-26/+53
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* add tint property to TextureProgress changes progress colorbosak2018-03-211-10/+27
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* Implement line clipping for `TextureProgress` to avoid bad rendering due to ↵robfram2018-03-101-16/+39
| | | | | | | | | | | | 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.
* Fix typos with codespellluz.paz2018-02-211-1/+1
| | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add stretching to `TextureProgress`Evgeny Zuev2017-08-221-65/+192
| | | | | | | Now `TextureProgress` has `nine_patch_stretch` flag. With this flag enabled, it's being rendered as 9-path using `stretch_margin_*` properties as texture margins. Stretching doesn't support `FILL_CLOCKWISE` and `FILL_COUNTER_CLOCKWISE` fill modes.
* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-6/+6
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-6/+6
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* | Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-1/+3
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-6/+6
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* Add object type hint for docsPoommetee Ketson2017-07-231-6/+6
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-166/+147
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-14/+14
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-7/+7
| | | | This saves typing and is a step towards fixing #56
* WIP new AudioServer, with buses, effects, etc.Juan Linietsky2017-01-211-1/+4
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* Renamed button functions to be more verboes, same with Range unit value -> ratioJuan Linietsky2017-01-131-6/+6
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* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-7/+9
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-14/+14
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+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!
* Explicitly initialize TextureProgress's initial angle value.MarianoGNU2016-09-071-0/+1
| | | | | | | (Hopefully) Fixes #3856 Fixes #6426 Fixes #6344
* remove trailing whitespaceHubert Jarosz2016-03-091-3/+3
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Clamp filling angle instead of normalizeMarianoGNU2015-10-191-5/+1
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* add missing default valueMarianoGNU2015-10-191-0/+1
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* Add fill_degrees to limitate radial fillingMarianoGNU2015-10-181-7/+27
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* Add fill modes. Clockwise, Counter-CW and center-offsetMarianoGNU2015-10-171-2/+163
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+124