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* -Ability to open resources in the same windowJuan Linietsky2018-05-171-0/+9
| | | | | -Plenty of fixes and improvements to new inspector -Fixes that were needed to make inspector work better
* Merge pull request #17828 from bojidar-bg/17779-progressbar-minimum-sizeJuan Linietsky2018-05-071-1/+1
|\ | | | | Fix StyleBox ignoring region rect and ProgressBar using center size
| * Fix StyleBox ignoring region rect and ProgressBar using center sizeBojidar Marinov2018-03-281-1/+1
| | | | | | | | | | | | | | ProgressBar used the center size of the stylebox to calculate its minimum size, thus disallowing certain setups. If the old behaviour is wanted, it can be forced by providing a custom minimum size, or by giving proper margins to the stylebox. Fixes #17779.
* | Fixed stylebox crashsersoong2018-04-271-1/+5
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* StyleBoxTexture: Texture instead of RES for texture and normal_map.Pieter-Jan Briers2018-02-221-4/+4
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* Fix typos with codespellluz.paz2018-02-211-2/+2
| | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* attemp to fix #15870Mariano Suligoy2018-01-211-2/+2
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* Bind many more properties to scriptsBojidar Marinov2018-01-121-0/+1
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* 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!
* [DOCS] Fix a few typos.Andreas Haas2017-10-141-1/+1
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* unified draw_center naming for (9patch,StyleBoxes)toger52017-08-311-15/+15
| | | | | | - filled -> draw_center - is_draw_center -> is_draw_center_enabled - get_draw_center -> is_draw_center_enabled
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* fixed crash styleBoxTexture binding issuetoger52017-08-221-2/+2
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* Merge pull request #10519 from toger5/remove_addition_borderRémi Verschelde2017-08-221-0/+38
|\ | | | | Remove addition border
| * added utility funtions for expand margins (in styleBox)toger52017-08-211-0/+38
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* | ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-3/+3
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* Merge pull request #10444 from ↵Rémi Verschelde2017-08-191-3/+3
|\ | | | | | | | | toger5/styleBoxFlat_corner_detail_value_limitation styleBoxFlat: clamp corner_detail + aa_size
| * styleBoxFlat: clamp corner_detail + aa_sizetoger52017-08-191-3/+3
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* | Performance styleBoxFlat:toger52017-08-191-4/+5
|/ | | | | | - style box flat was always drawn with 8 verts per corner in case it was a rounded corner... now it uses only one vert if it has no rounded corner.
* Removes extra argument from StyleBoxFlat::get_border_color()Ignacio Etcheverry2017-08-191-1/+1
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* Merge pull request #10265 from leezh/patchnine_styleboxRémi Verschelde2017-08-161-1/+39
|\ | | | | Added Tile and TileFit to StyleBoxes
| * Added Tile and TileFit to StyleBoxesZher Huei Lee2017-08-121-1/+39
| | | | | | | | | | Was already implemented for Patch9 boxes, but wasn't exposed here. Allows for use in other GUI elements like panels and buttons.
* | styleBoxFlat removed light, dark color entirelytoger52017-08-151-43/+5
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* | new StyleBoxFlat removed multiBorderColortoger52017-08-151-8/+9
| | | | | | | | | | - removed only the bindings because the drawing code is not done yet - kept c++ functions for setting individual border color for future implementation
* | new StyleBoxFlat limits for drawingtoger52017-08-151-36/+45
| | | | | | | | | | | | - corner and border are decreased if necassary to achoieve clean stylboxes - prohibits wired drawing artifacts when using wrong values - corner radius are relative to the partner corner when they would result in glitches
* | new StyleBoxFlat added more drawing featurestoger52017-08-151-4/+155
| | | | | | | | | | | | | | - corner radius bindings - shadow - antiAliasing - CornerDetail
* | NEW Style Box Flat Implementationtoger52017-08-151-72/+301
|/ | | | | | | - now use polygons! - renamed blend -> blend_border - draw_center -> filled - GDScript biding
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-4/+4
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* Merge pull request #8209 from robertdhernandez/Texture-Region-Editor-SyncRémi Verschelde2017-08-011-0/+1
|\ | | | | Texture region now updates when changing an Atlas region rect
| * Texture region now updates when changing an AtlasRobert Hernandez2017-06-291-0/+1
| | | | | | | | | | | | | | | | | | - Removed atlas_changed signal for AtlasTexture - Changes are now handled by _notify_change - Removed unneccesary signal connections - Texture preview now updates in real-time Fixed TextureRegionEditor constantly regenerating
* | Fix "vertical" property of StyleBoxLineGeorge Marques2017-07-191-1/+1
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* | Added separators using StyleBoxLine, some theme style fixes, added variant iconDaniel J. Ramirez2017-07-181-0/+78
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* Added normalmap support to stylebox and animated sprite.Juan Linietsky2017-06-181-1/+22
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-13/+13
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* New customizable editor themevolzhs2017-05-091-0/+19
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* Respect the expand margin for StyleBoTextures again.Ray Koopa2017-04-131-0/+5
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fixed WindowDialog not aligning properlyRobert Hernandez2017-03-311-2/+2
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* Fixed AtlasTexture being incorrectlyRobert Hernandez2017-03-301-6/+8
| | | | | Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an AtlasTexture.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-163/+125
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-34/+34
| | | | | | 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 Braam2017-02-131-22/+22
| | | | This saves typing and is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-2/+2
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-13/+17
| | | | | | -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 Linietsky2017-01-021-34/+34
| | | | | | | | 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()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-125/+1
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-125/+1
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | 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!
* VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky2016-08-051-1/+20
| | | | profiler yet.