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Godot v4.2.rc1 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)
Issue description
While trying to use a custom effect script as a workaround for the rainbow bbcode effect at the RichTextLabel I found a bug regarding the CharFXTransform.relative_index.
The variable is explained as follows in the documentation:
The character offset of the glyph, relative to the current RichTextEffect custom block.
However, when using the script below, the character index shifts one to the left each time instead of being at the same position for each new effect block.
Steps to reproduce
Add this script as Custom Effect to the RichTextLabel (or see the MRP):
extends RichTextEffect
class_name test
var bbcode = "test"
func _process_custom_fx(char_fx):
if char_fx.relative_index == 5:
char_fx.color = Color.BLACK
pass
Godot version
v4.2.rc1.official [ad72de5]
System information
Godot v4.2.rc1 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)
Issue description
While trying to use a custom effect script as a workaround for the rainbow bbcode effect at the RichTextLabel I found a bug regarding the
CharFXTransform.relative_index
.The variable is explained as follows in the documentation:
However, when using the script below, the character index shifts one to the left each time instead of being at the same position for each new effect block.
Steps to reproduce
Add this script as Custom Effect to the RichTextLabel (or see the MRP):
Add this Text to a Rich TextLabel:
Minimal reproduction project
relative_index_issue.zip
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