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Updating a project from 4.2.1 to 4.3-dev6 a font broke, showing every character as "missing glyphs" with hex codes. It was png imported as FontData.
Changing the settings and re-importing didn't seem to fix it until I reassinged the png to the LabelSettings resource. After extracting the file to an MRP it seems reimporting doesn't always update the resource in open scenes. This didn't occur in 4.2.1
As regards the font breaking after upgrading from 4.2.1 to 4.3-dev6, I still haven't manage to reproduce that.
Steps to reproduce
Open the attached mrp with Godot 4.3-dev6
Open control.tscn
In the Filesystem dock, select "TimerNumbers_10.png"
Go to the Import tab
Change "columns" from 10 to 15 and click on "Reimport". The text displayed in the 2D viewport should now look garbled (as expected)
Change "columns" back to 10 and click on "Reimport".
Expected: The text looks correct again
Actual: No change.
Workaround: You need to reopen the scene or reassing the png to LabelSettings for the changes to display correctly
After applying the aforementioned workaround, in Import change character range 0 from '0'-'9' to '0'-'5'. Missing glyphs are displayed as blocks with hex values (as expected)
Again, change the range back to '0'-'9'
Expected: The text looks correct again
Actual: No change.
Workaround: You need to reopen the scene or reassing the png to LabelSettings for the changes to display correctly
The text was updated successfully, but these errors were encountered:
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Chaing import settings in an image as FontData sometimes fails to update in open scenes
Changing import settings in an image as FontData sometimes fails to update in open scenes
May 10, 2024
Tested versions
System information
Windows 10.0.22631 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700S (Advanced Micro Devices, Inc.; 31.0.24031.5001) - AMD Ryzen 9 6900HS with Radeon Graphics (16 Threads)
Issue description
Updating a project from 4.2.1 to 4.3-dev6 a font broke, showing every character as "missing glyphs" with hex codes. It was png imported as FontData.
Changing the settings and re-importing didn't seem to fix it until I reassinged the png to the LabelSettings resource. After extracting the file to an MRP it seems reimporting doesn't always update the resource in open scenes. This didn't occur in 4.2.1
As regards the font breaking after upgrading from 4.2.1 to 4.3-dev6, I still haven't manage to reproduce that.
Steps to reproduce
Expected: The text looks correct again
Actual: No change.
Workaround: You need to reopen the scene or reassing the png to LabelSettings for the changes to display correctly
'0'-'9'
to'0'-'5'
. Missing glyphs are displayed as blocks with hex values (as expected)'0'-'9'
Expected: The text looks correct again
Actual: No change.
Workaround: You need to reopen the scene or reassing the png to LabelSettings for the changes to display correctly
This are just to examples, which work as expected in 4.2.1-stable. Here's a video showing the issue were for some reason it fails the first to update the first time but works when changing the value back.
https://github.com/godotengine/godot/assets/526829/528b99cb-0df9-4ac1-b4a2-8eec19401c3c
I assume it's related to emit_changed() not being called under some circumstances
Minimal reproduction project (MRP)
fontdata-mrp.zip
The text was updated successfully, but these errors were encountered: