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path: root/scene/gui/texture_progress_bar.cpp
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* Unify and streamline connecting to Resource changeskobewi2023-07-171-3/+2
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* Extract and reorganize texture resource classesHendrik Brucker2023-07-141-0/+1
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* TextureProgressBar Update upon texture changeskleonc2023-04-011-23/+26
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* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Support AtlasTexture in radial modes of TextureProgressBararkology2022-10-171-3/+23
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* Rename `CanvasItem.update()` to `queue_redraw()`Micky2022-08-291-13/+13
| | | | | | | | | | Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on. Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency. Just a few comments have also been changed to say "redraw". In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
* Add some codes, returnes directly if the value is not changed.风青山2022-08-231-1/+58
| | | | Avoid executing the following value-changed logics if the value does not really change.
* Add suffixes to all nodes and resourcesFireForge2022-06-111-6/+6
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* Use suffixes for units in nodes and resourcesAaron Franke2022-05-191-2/+2
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* Fix "Stretch Margin" group in TextureProgressBarFireForge2022-03-211-7/+11
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rename minimum_size_changed() methodkobewi2021-12-061-5/+5
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* progress_offset now added to reference cross draw functionRed Headphone2021-11-281-0/+1
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* Fix nine patch of circular TextureProgressBarfloppyhammer2021-11-011-9/+8
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* Fix bilinear TextureProgressBar with nine patch enabledfloppyhammer2021-10-141-2/+10
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* Construct values only when necessary.Anilforextra2021-09-251-3/+2
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* Add offset for TextureProgress progress texturekobewi2021-09-011-17/+40
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* Improve nine patch behavior of TextureProgressBarfloppyhammer2021-06-211-24/+116
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* Initialize class variables with default values in scene/ [2/2]Rafał Mikrut2021-02-091-15/+3
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Rename Control margin to offsetMarcel Admiraal2020-12-231-17/+17
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* Rename the TextureProgress node to TextureProgressBarHugo Locurcio2020-12-141-0/+556
Advantages: - When searching for "progressbar", you'll see both nodes in the search results. - More consistent with Button/TextureButton.