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Fixed implementation of RichTextLabel remove_line(), which fixed issues in EditorLog. #49060
Fixed implementation of RichTextLabel remove_line(), which fixed issues in EditorLog. #49060
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Haha, you wish XD Printing is still broken, but only after starting.
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Uhhh... Progress...? 😅 |
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More issues with RichTextLabel... see #45128 (comment)
RTL_LOG_FIXED.mp4 |
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…orLog. There were some issues in RichTextLabel `remove_line()` method, where items were not correctly removed, and line decremending for items in later lines was not correctly done. This also fixed several headaches with EditorLog, which relied on the `remove_line()` method for collapsing of duplicate messages. The fix to RTL also fixed the issues with EditorLog. Fixes godotengine#49030
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Ok, turns out what I was after was Updated |
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Looks like the bug is fixed... for now.
Thanks! |
@KoBeWi have some confidence 😭 😛 |
There were some issues in RichTextLabel
remove_line()
method, where items were not correctly removed, and line decremending for items in later lines was not correctly done.This also fixed several headaches with EditorLog, which relied on the
remove_line()
method for collapsing of duplicate messages.I added some comments which should help clarify some of the logic for the next person to look at this code.
Fixes #49030
See #49030 for the code which I used for the below samples. Essentially the spacebar just calls
remove_line(get_line_count() - 1)
, which should remove the last line of the rich text label. I also tested the update with code which removes lines from the middle of a set of lines and it worked as expected.Note the "Before" was even more broken because an
update()
was not triggered onremove_line()
- for the below "Before" showcase I added a manual call toupdate()
in the GDScript code.BEFORE
RTL_BROKEN_example.mp4
AFTER
RTL_FIXED_example.mp4
Editor Log AFTER
RTL_FIXED_editorlog.mp4
CC @KoBeWi I hope you can stop submitting reports about EditorLog now... 😂