- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
25 lines
1.3 KiB
XML
25 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ResourceImporterBMFont" inherits="ResourceImporter" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Imports a bitmap font in the BMFont ([code].fnt[/code]) format.
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</brief_description>
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<description>
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The BMFont format is a format created by the [url=https://www.angelcode.com/products/bmfont/]BMFont[/url] program. Many BMFont-compatible programs also exist, like [url=https://www.bmglyph.com/]BMGlyph[/url].
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Compared to [ResourceImporterImageFont], [ResourceImporterBMFont] supports bitmap fonts with varying glyph widths/heights.
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See also [ResourceImporterDynamicFont].
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</description>
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<tutorials>
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<link title="Bitmap fonts - Using fonts">$DOCS_URL/tutorials/ui/gui_using_fonts.html#bitmap-fonts</link>
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</tutorials>
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<members>
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<member name="compress" type="bool" setter="" getter="" default="true">
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If [code]true[/code], uses lossless compression for the resulting font.
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</member>
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<member name="fallbacks" type="Array" setter="" getter="" default="[]">
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List of font fallbacks to use if a glyph isn't found in this bitmap font. Fonts at the beginning of the array are attempted first.
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</member>
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<member name="scaling_mode" type="int" setter="" getter="" default="2">
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Font scaling mode.
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</member>
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</members>
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</class>
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