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I'm porting part of an old project that uses remapped font resources over to Godot 4. When the locale is changed, these fonts break, and an error is logged.
In the minimal project I've attached the error looks like:
In my full project I get many many errors that look like this (but I think the cause is the same):
E 0:00:05:0248 _font_draw_glyph: Condition "!fd" is true.
<C++ Source> modules/text_server_adv/text_server_adv.cpp:3370 @ _font_draw_glyph()
I remap the font resources to change the font that gets used when playing in Chinese, Japanese, or Korean. (Setting CJK fonts as fallbacks would be suboptimal, since the same unicode code point can often look different in Japanese vs Simplified Chinese.)
Steps to reproduce
Download the attached minimal reproduction project.
Run the main.tscn scene.
Note that the text of the RichTextLabel node does not display.
Godot version
4.1.stable.official
System information
Arch Linux
Issue description
I'm porting part of an old project that uses remapped font resources over to Godot 4. When the locale is changed, these fonts break, and an error is logged.
In the minimal project I've attached the error looks like:
In my full project I get many many errors that look like this (but I think the cause is the same):
I remap the font resources to change the font that gets used when playing in Chinese, Japanese, or Korean. (Setting CJK fonts as fallbacks would be suboptimal, since the same unicode code point can often look different in Japanese vs Simplified Chinese.)
Steps to reproduce
main.tscn
scene.RichTextLabel
node does not display.Minimal reproduction project
godot4-font-remap.zip
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