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Godot v4.4.beta3 - Windows 11 (build 26100) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 32.0.15.6094) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 threads)
It seems item texts are trimmed way too much in item lists when a fixed icon size is specified, but actual icon textures are bigger.
Here's how it shows in Material Maker's "Add node" popup:
And here's how it should look like (and does look like with beta1):
It seems that enabling the "same_column_width" flag workarounds the problem.
Just open the minimal project in Godot 4.4b3 and the problem is visible in the "2D" view.
bug_itemlist.zip
The text was updated successfully, but these errors were encountered:
I'll bisect this bug.
Sorry, something went wrong.
Bisected to #101899, @havi05
text_overrun
fixed_icon_size
Successfully merging a pull request may close this issue.
Tested versions
System information
Godot v4.4.beta3 - Windows 11 (build 26100) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 32.0.15.6094) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 threads)
Issue description
It seems item texts are trimmed way too much in item lists when a fixed icon size is specified, but actual icon textures are bigger.
Here's how it shows in Material Maker's "Add node" popup:
And here's how it should look like (and does look like with beta1):
It seems that enabling the "same_column_width" flag workarounds the problem.
Steps to reproduce
Just open the minimal project in Godot 4.4b3 and the problem is visible in the "2D" view.
Minimal reproduction project (MRP)
bug_itemlist.zip
The text was updated successfully, but these errors were encountered: