| Commit message (Collapse) | Author | Age | Files | Lines |
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Updates frame timeout when changing speed scale
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Fixed some warnings found with Cppcheck
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fixed 'A' input not registered in osx script editor
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Use fake audio playing property in editor
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It appears that some time ago users were supposed to be able to include the playback of sound effects in their animations by placing keys on the "playing" property. Back then the key frame editor took the value of the checkbox in the property_editor.
Somewhere / Sometime this behaviour changed and the key frame editor is now reading the actual value from the object instead of relying on the property editor.
This commit introduces a fake active field that is returned when reading the playing property in the editor. While the actual active flag is changed when playback is finished the fake one will stay the same thus allowing the user to take their time with setting the key in the animation editor.
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Improved API to active / deactive ragdoll
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Fixes #18774.
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Not considering a paste operation as a complex one ends up
adding an unneeded extra step when pasting over a selection.
This fixes issue #18325
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Rename multiplayer_api to multiplayer, add docs
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Only the class name retain the MultiplayerAPI name
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Fix particle animation controls
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Perfect FreeType-based outlines for DynamicFonts
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Fixes #15787.
The issue occurred when two (or more) separate DynamicFont instances
used the same DynamicFontAtSize instance due to having equal
properties. The first instance updated its data_at_size and emitted
"changed" signal, but the second did not because it considered the
data_at_size to be up to date, even though it has just been updated.
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- 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.
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Use exact positioning for the ItemList::get_tooltip method.
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More efficient subwindow handling
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PJB3005/17-12-26-remove_gui_focus_on_visibility_loss
Hiding a Control now fires NOTIFICATION_FOCUS_EXIT.
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It always removed the focus from the control, but this happened without firing the relevant notification.
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Implemented interface for bullet linear motors
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Add more flexibility to 3X3 autotiles
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Removes some conditions that were there to create compatibility from 2X2 to 3X3.
Further dissociates 2X2 and 3X3 but adds more flexibility to 3X3.
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Fix double free for drag preview control in viewport
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Add default paramater value for OptionButton::add_icon_item
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Implements "Batch Rename" editor tool.
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Adds a speed factor to AnimatedSprite
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Allow use of frames in sprites with texture region enabled.
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If texture region is enabled on a sprite, Hframes and Vframes will now
divide the selected region into frames.
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Make InstancePlaceholder more flexible by allowing to instance without removing it.
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Allows to create an instance from an `InstancePlaceholder` without removing the placeholder.
Deprecates `replace_by_instance`.
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Allow configuration of which mouse buttons the BaseButton responds to
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BaseButton will respond to.
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Ceil dynamic font glyph size
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Fixes #15459. When oversampling is enabled, glyphs may have fractional
size, but they are still rendered into integral pixels, which results in
them taking more space than was anticiped by autowrapping algorithm. The
solution here is to return ceiled width, which makes autowrapper
consider characters a bit larger than they are, but it doesn't hurt the
actual rendering and ensures there is enough space for the characters.
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