ResourceFormatLoader and ResourceFormatSaver are meant to be overridden
to add support for different formats in ResourceLoader and ResourceSaver.
Those should be exposed as they can be overridden in plugins.
On the other hand, all predefined subclasses of those two base classes
are only meant to register support for new file and resource types, but
should not and cannot be used directly from script, so they should not
be exposed.
Also unexposed ResourceImporterOGGVorbis (and thus its base class
ResourceImporter) which are editor-only.
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
- 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.
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.
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
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!