RichTextEffect can now have a bbcode string starting like one of the built-in.
It was impossible before as the built-in would take precedence over the custom effect that has the same bbcode start.
Example : [fade] would take precedence over [fade_in]
Correct backtrack assignment to prevent excessive tabulation. Worth
noting that tabulation is treated differently in RichTextLabel because
of custom user-asignable tab variable which creates problems with
dynamic fonts specifically.
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
A picture is easier to describe this issue than words. Basically, rich
text effects allowed for character visibility changes. While doing so
would work properly, the rich text label would render the next `word` in
an offset accounting for the hidden characters (leaving a huge space.)
This patch fixes this issue by keeping track of the amount of
`backtrack` necessary per line.
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
Added a new ItemFX type to RichTextLabel which supports dynamic text
effects.
RichTextEffect Resource Type was added which can be extended for more
real time text effects.