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Control with custom dynamic font has a y size of infinity after Win + D (due to DynamicFont oversampling) #54590
Comments
Shoot, there is a workaround, disabling font oversampling. |
Well, that's still a bug for when font oversampling is enabled, no? |
It still is for 3.3.4.stable. |
Can you try reproducing this in 3.4rc3? It may have been fixed by #51973. If that doesn't fix it, I guess we could clamp the minimum font oversampling size or factor to a value like 4 pixels or 10% of the original scale. It's also worth checking whether this happens on
This is unrelated to the issue itself, but remember that Microsoft fonts' licenses don't allow you to redistribute the font files. Consider using open source metrics-compatible fonts instead, such as Arimo. |
Thanks for reminding me! For one second I thought Arial was free to use. |
I can now confirm this issue is not reproducible in 3.4rc3. |
Thanks for testing 🙂 Closing as resolved then. |
Godot version
3.3.4.stable
System information
Windows 10
Issue description
On a project with 2D stretch mode, using show desktop (Windows + D) and then go back makes controls containing text with a dynamic font stretch their y size to infinity.
Before:
After Win + D and restoring:
Inside the inspector (at rect_size):
I specifically said Windows + D instead of minimizing and restoring, and this only happens on 2D stretch mode.
Steps to reproduce
Import a custom font like Arial to a project. Create a scene with Control root node and a Label inside. Use a custom DynamicFont for that Label with Arial as the font data. Change project stretch mode to 2D. Run that scene and press Windows + D 2 times.
Minimal reproduction project
(Deleted due to containing Arial font)
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