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* Perfect FreeType-based outlines for DynamicFontsRuslan Mustakov2018-05-081-4/+45
| | | | | | | | | | | | | | | | | | | | | | | - 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.
* BMFont loading direct support from .fnt files.Juan Linietsky2018-01-161-0/+8
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* 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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* Rename Godot-specific resource extensionsGeorge Marques2017-06-151-1/+1
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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 Verschelde2017-03-051-41/+32
| | | | | | | | | | | | | | | | | | | | | | | | 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
* 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 Linietsky2017-01-021-2/+2
| | | | | | | | 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!
* Add a function to notify font users that the font changed. Closes #5774Juan Linietsky2016-07-181-0/+1
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* 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.
* move Font to BitmapFontJuan Linietsky2016-04-281-37/+37
| | | | so we can add DynamicFont later..
* remove trailing whitespaceHubert Jarosz2016-03-091-14/+14
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* added fallbacks proprty to fontsJuan Linietsky2015-12-101-2/+10
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* signed distance field font supportJuan Linietsky2015-03-211-0/+4
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+156