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* Perfect FreeType-based outlines for DynamicFontsRuslan Mustakov2018-05-081-2/+2
| | | | | | | | | | | | | | | | | | | | | | | - 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.
* 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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* Move other lone thirdparty files to thirdparty/miscRémi Verschelde2017-04-281-1/+2
| | | | | Also move Box2D ConvexDecomposition contrib code to thirdparty/b2d_convexdecomp.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-44/+26
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+28
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-4/+4
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-3/+3
| | | | | | | | 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()
* Improved binding system (ObjectTypeDB::bind_method) to be friendlier to ↵Juan Linietsky2016-06-221-2/+2
| | | | | | statically typed languages, should help in the Mono integration. Disabled by default.
* Finalized DynamicFont implementationJuan Linietsky2016-05-291-0/+178
-DynamicFont uses Freetype by default -Editor fonts are now scalable thanks to this -Cleaned up documentation browser and added fonts for this