Re:Complex text layouts progress report in Godot game engine
by blensor on Tuesday November 10, 2020 @12:12PM
(#25048272)
Yess, finally!
> This allows changing font size for individual draw calls, controls, or spans of text in the RichTextLabel control without creating new Font instances.
It was so frustrating to have different font sizes in a RichTextLabel.
Only downside is that we have to wait until Godot 4
> This allows changing font size for individual draw calls, controls, or spans of text in the RichTextLabel control without creating new Font instances.
It was so frustrating to have different font sizes in a RichTextLabel.
Only downside is that we have to wait until Godot 4