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RichTextLabel does not perform well 'out of the box' #10924
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So basically you want the default values to be changed? I thubk that makes sense |
Not just the default values, but also the set_v_size_flags(SIZE_EXPAND) behavior does not seem to match the behavior of Label nodes. |
Just to note. I'm new to godot. I tried using richtextlabel and it didn't work as expected. I didn't know I had to set options for it to work. I ended up giving up on using it. To sum up, I think the richtextlabel should work exactly like the regular label, except that it should take in bbcode instead of regular text. |
I got 3.0 to compile and I verified that this also occurs in 3.0 |
Is this still reproducible in Godot 3.0 RC1? |
As a Godot n00b who's involved in the Escoria framework, I can confirm having an automatically scaled For historical reasons, I assume, the node is a child of a Unfortunately the framework assumes that it's a Is there a technical reason why this isn't so? Version 3.0.2. |
We could set it to |
This should likely be rewritten as a proposal on https://github.com/godotengine/godot-proposals to assess what potential changes should be made to default values, and what the community at large thinks about it. |
Operating system or device, Godot version, GPU Model and driver (if graphics related):
Godot 2.1.4
Issue description:
The behavior of RichTextLabel is unsatisfactory. One cannot simply do:
And have it work.
Instead, one must do:
A side note is that
node.set_v_size_flags(SIZE_EXPAND)
does not work as expected to make the node size match the text size and using SIZE_EXPAND_FILL can be undesirable.Expected Behavior:
RichTextLabel nodes behave more comparable to Label nodes, automatically sizing them to match their contents and use_bbcode flag by default is set to true.
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