Open Calinou opened 2 years ago
wait what about ui state does this mean we need diffrent fonts for things like pressed, hovered, disabled, focused?
Also... if this gets implimented and this gets implimented... https://github.com/godotengine/godot-proposals/issues/2498
It would be really nice to have font settings for each state
Is this getting added soon? I find it a very big limitation.
Is this getting added soon? I find it a very big limitation.
This proposal breaks compatibility, so it can't be implemented until Godot 5.0 unless we find a way to do it in a 100% backwards-compatible manner.
Is this getting added soon? I find it a very big limitation.
This proposal breaks compatibility, so it can't be implemented until Godot 5.0 unless we find a way to do it in a 100% backwards-compatible manner.
Why not just add the extra options to font's? I don't see why it breaks compatability
@Shadowblitz16 this proposal is about moving stuff not just adding
Related to https://github.com/godotengine/godot-proposals/issues/1963 and https://github.com/godotengine/godot-proposals/issues/2564.
Describe the project you are working on
The Godot editor :slightly_smiling_face:
Describe the problem or limitation you are having in your project
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Moving font shadow settings to FontVariation allows using font shadows on more nodes than just Label (and perhaps RichTextLabel), such as Button or ItemList.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Vector2(0, 0)
. When the font shadow offset isVector2(0, 0)
, font shadow rendering is disabled regardless of the font shadow color.If this enhancement will not be used often, can it be worked around with a few lines of script?
No.
Is there a reason why this should be core and not an add-on in the asset library?
This is about fixing an inconsistency in the UI design workflow.