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Drag a Font file in a 'Font' field to automatically generate a Dynamic/BitmapFont with Font Data #61821
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This is actually a bug. You can drag font data if you export some Font variable, it just doesn't work with theme overrides for some reason (I remember it was fine until the override layout was changed). |
I may have said something wrong in the title, I mean dragging over a .ttf / otf file in a "Font" field, not necessairly a *FontData resource |
ttf/otf is a FontData. |
i see, i can confirm that i do not see this working on any "*Font" field ive tried, apart from script exports |
I've moved this to the main repository, as it's really just a bug, and a regression to boot. Can you please update the OP to add information about which version of Godot you are using, what system you have, etc? |
Is this 3.5 or 4.0? This is in 4.0: godot/editor/editor_resource_picker.cpp Lines 532 to 542 in e414e09
This is 3.x: godot/editor/editor_resource_picker.cpp Lines 518 to 524 in 6536877
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Aye, I never backported it when porting the resource picker (#49491). I think I wasn't sure how it's supposed to work in 3.x with Dynamic/BitMap fonts. Ok, then it's not a regression, but I think we should still keep it as a bug report, as this is either impossible or a missing feature from the linked PR. |
I use Godot 3.4.4, I've updated the post to reflect that |
Describe the project you are working on
i dont think it matters
Describe the problem or limitation you are having in your project
Every time I am adding a new Label/TextEdit or anything related, and have to put in a font, I always think having to create a DynamicFont BitmapFont and then assigning the data for it is very cumbersome
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Just drag a font file over a "Font Data" or similiar property field and have it generate a Dynamic/BitmapFont with the data from the dragged file
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
not sure how to explain this
If this enhancement will not be used often, can it be worked around with a few lines of script?
Not to my knowledge
Is there a reason why this should be core and not an add-on in the asset library?
I think this is a very basic feature and having to install a separate plugin for it to happen could lead people off
Godot Version: 3.4.4
Platform: X11 (Arch Linux)
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