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Issues with UTF-8 texts between windows and *NIX #52698
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This is known issue. Godot 3.x use Godot 4.x use 32-bit |
This is not the first time this comes up, is there a place we could document this in |
Or we can add partial support for surrogates to the dynamic font, input won't work entirely correctly, but displaying emojies should be possible without breaking changes (and it's probably the most common use for it, at least all previous issues were about emojies).
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I checked the RichTextEdit doc first, I assumed if there is anything regarding that it would be there. |
This was originally reported in #23093. I agree that adding support for surrogates in |
Fixed by #54625. |
Godot version
3.3.3.stable
System information
Windows 10, GLES3, Linux (Arch) GLES3, Android
Issue description
When trying to work with a RichTextEdit everything works fine, the special [font] tag allows me to add smileys inline. All of this works dandy fine in Linux and Android, but on Windows we have the issue that the smiley copied from here: https://en.wikipedia.org/wiki/Emoticons_(Unicode_block)
![image](https://user-images.githubusercontent.com/761911/133430608-c217b976-0615-4cb9-86c9-d5313724eee6.png)
![image](https://user-images.githubusercontent.com/761911/133430655-52bc2352-122e-4854-8b92-e85922759a19.png)
are not visible in the editor anymore. Even worse, when trying top "copy" the unicode smileys from there, we have the following in the RichTextEdit, and no smiley available on display.
Same on Linux, but with working rendering:
I assume this is a Unicode/Windows/Locale/... issue - but are there any pointers or hints on how to work around that?
Steps to reproduce
Minimal reproduction project
https://github.com/kuhnchris/godot-sandbox-whatsapp-but-not/
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