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Bitmap Font Scaling pushes editor off-screen #83853
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That's expected, your font defines itself as size I can't reproduce the editor UI issue. |
https://www.angelcode.com/products/bmfont/doc/file_format.html Maybe there is some way to draw the font as it is without using the point(?) size of the source ttf into account. just based on how many pixels the font has. like is done now when scaling disabled. idk I can still reproduce it in beta2 with the size 1, but not if i change size to 12. (need to change SuperWhite.fnt import settings and reload after reimport) Maybe specific to ubuntu or wayland? idk Or maybe i should just fix my size to match lineheight Thanks. |
Even updated to size 12... preview of integer or fraction scaled font is not pixel perfect like disabled, i feel like size should be ignored and disabled size should be used instead maybe but idk? i guess it is calculated using both sizes? the size from fnt and the size from godot? The pixel font already has an actual pixel size? Idk. Thanks. |
This property is not how you set or get the size of a fnt? the information is not needed, and it is the wrong information. Thanks. |
Godot version
v4.2.beta2.official [f8818f8]
System information
Godot v4.2.beta2 - Ubuntu 23.10 23.10 - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (RADV NAVI23) () - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads)
Issue description
After enabling bitmap font scaling. Right side of editor is pushed off-screen. Could be related to how the font also seems different size? Fixed when disabled.
Steps to reproduce
bitmap font scale is disabled in this test project import settings to begin with
control.tscn
SuperWhite.fnt
(default font in project settings)SuperWhite.fnt
import settings tofractional
(default)to fix the editor temporarily can quit delete
.godot/imported
reload and will work till reload againto fix editor permanently can disable bitmap font scaling and reload
Minimal reproduction project
https://github.com/rakkarage/test-bitmap-font-scale
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