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Ability to change font size in RichTextLabel without requiring separate font resources when using DynamicFont #5557
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Update: This issue is still relevant as of a1f835d. |
I want to create a issue for this and then find this discussion. Strongly hoping this feature can be brought to godot early. I'm working on a prototype and want to create many utility components without dependency outside of godot. And the "size of text" is a big problem for me, I can only change the size of text by tuning the rect_scale property of Control(which is not the way i expect). Supporting this tag for bbcode in godot is meaningful and helping people focus on their prototype. |
This is a good idea. I always thought having the extra font resources for each size was normal. But this seems like the correct way to do it edit: Oh gosh, Jul 5, 2016. Time flies |
This still isn't supported. Is bbcode only partially supported or are there plans to fully support it? |
@Skullfurious BBCode isn't a formal standard, so there is no "full" or "partial" support to speak of 🙂 |
Not what you want to hear (me neither) but there's this PR #29762 that already does this that can be useful @Skullfurious |
Fixed by #42595. |
Was this actually fixed? I'm using 3.3[.0] and the [size] tag definitely does not work, nor is it mentioned in the BBCode documentation. The [center] tag implemented in #42595 works as expected, but size does not. My apologies if I'm missing something obvious. |
This is fixed in 4.0, and the fix can't be backported. |
Aaah, I see. Thank you. 👍 |
Having a
[size=(font height in pixels)]
tag for changing the font size (when using a DynamicFont) without requiring separate font resources for each size would be very helpful for things like titles.Perhaps the font height should be settable using a percentage as well, which would then be relative to the default font size of the RichTextLabel.
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