This is a fix of the antialiasing logic of FlatStyleBox.
It is now possible to have smooth rounded corners while keeping
the edges sharp on the pixels.
The antialiasing gradient positioning is ajusted so that the "hard"
border corresponds to the middle of that gradient instead of one end.
Checked against rendering of rounded rectangles in a vector graphics
software.
(cherry picked from commit 2ef20045b1)
- List all supported colors.
- Mention URL tag support limitations.
- Fix and tweak code example to do what it says.
- Remove outdated notice about lack of Windows support (but mention
that only Windows 10 and later support ANSI code conversion).
(cherry picked from commit ec277d804e)
While Size2 and Point2 are just aliases,
which is why this doesn't fail compilation,
it's nice to have things consistent.
(cherry picked from commit 4fed87320c)
This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.
This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.
With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
(cherry picked from commit 63c6f0b93c)
Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice
(cherry picked from commit 29edd277e4)
This also makes the hex field wider to allow displaying 9-character
hex code (`#rrggbbaa`) in full, even when using a custom font.
(cherry picked from commit 517dc3654a)
This avoids rendering issues with ThorVG and other renderers (which
don't support the `paint-order` property) at a slight cost in file size.
This approach has already been used by the main icon.
(cherry picked from commit af9372eb59)
A small typo with the definitions of `focus_neighbor_right` and `focus_neighbor_top`. Both use "bottom" rather than the correct side for each.
(cherry picked from commit c25d015d06)
The method `to_utf8` doesn't exist in Godot 4, but is still mentioned in
the documentation in some places. Replace it with the new name
`to_utf8_buffer`. Same for ascii. Same for C#.
(cherry picked from commit 57dca93718)
This replaces two [code][/code] blocks with clickable refs to [enum Access] and [member file_mode] respectively.
(cherry picked from commit a5778da55b)