25 Commits
Author SHA1 Message Date
Hugo Locurcio b3cbe5f777 Remove old Godot version references to simplify documentation
This follows the documentation writing guidelines, specifically
the "When to refer to a specific Godot version" section.

This also removes warning blocks for a known issue that was resolved in Godot 4.5.
2025-10-07 19:01:12 +02:00
BluesM18A1 bd2aa87578 Update the 'Using Fonts' page to include information on spacing adjustments and kerning pairs for image fonts (#10880)
* Update the 'Using Fonts' page to include information on spacing adjustments and kerning pairs for image fonts

Closes https://github.com/godotengine/godot-docs/issues/10855

Non-monospaced image fonts have been supported for quite some time, but the documentation has not yet been updated to reflect this.

There are now some additional screenshots and examples of how to use the extra parameters in the Character Ranges, and how to use the Kerning Pairs list.
2025-04-23 11:42:17 -04:00
tetrapod00 c4d3aa134a Standardize RST header syntax 2024-12-29 13:44:09 -08:00
fearwalia d6b95c8aeb Update gui_using_fonts.rst
Edited the fourth option to accurately represent which option it is, it previously replicated the third option
2024-12-19 13:48:13 +05:30
tetrapod00 5994348764 Change all usages of "run-time" to "runtime" 2024-11-06 23:36:58 -08:00
Hugo Locurcio 709fe6aab2 Add variable font weight table to Using fonts 2024-08-01 03:17:07 +02:00
Yevhen Babiichuk (DustDFG) 6c7b0917bb Update gui_using_fonts.rst
Add link to *open-source* alternative of BMFont editor
2024-02-01 20:16:38 +02:00
Max Hilbrunner 2958e6d168 Merge pull request #8410 from Calinou/using-fonts-outline-shadow
Document setting up font outline, shadow and MSDF in Using fonts
2023-11-11 02:29:45 +01:00
Hugo Locurcio fc911e7433 Mark Android system font loading as unreliable in Using fonts 2023-11-10 12:08:43 +01:00
Hugo Locurcio 7e802135d5 Document setting up font outline, shadow and MSDF in Using fonts
Screenshots were previously committed but were unused, as I previously
forgot to write these sections.
2023-11-07 18:06:28 +01:00
Hugo Locurcio 3ebfc56843 Add a page on runtime file loading and saving
This accompanies a new demo project.
2023-10-31 09:43:50 +01:00
0fe7ff833e Fixed typos in several doc files (#8002)
* Fixed typos in
- c_sharp_differences.rst
- debugger_panel.rst
- gdextension_cpp_example.rst
- gui_using_fonts.rst
- openxr_hand_tracking.rst
- overview_of_debugging_tools.rst
- setting_up_xr.rst
- shading_language.rst
- the_profiler.rst
- your_second_3d_shader.rst

* Update tutorials/shaders/shader_reference/shading_language.rst

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>

* PR Feedback

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Co-authored-by: Luna <2650849-Lunalicious@users.noreply.gitlab.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2023-09-25 00:41:33 +02:00
Najo a5fbd7f0e9 typo "rasterizd"
Fixed a typo by changing "rasterizd" to "rasterized"
2023-08-10 16:30:12 +02:00
Hugo Locurcio df904137db Fix incorrect usage of backticks in various pages 2023-07-14 19:31:01 +02:00
Hugo Locurcio 20bfc52fd1 Document EMJC bitmap compression not being supported in Using fonts
- Document which system fonts are used on Android when using aliases.
- Mention font metrics varying across platforms when using system fonts.
- Fix notice about which platforms support system fonts.
2023-06-07 13:05:18 +02:00
Hugo Locurcio d782a51bca Document disabling ligatures and/or kerning in Using fonts
This also mentions the `connected` parameter available in the
`tornado`, `wave`, `shake` built-in RichTextEffects.
2023-06-05 22:37:49 +02:00
Hugo Locurcio 6593354eaa Mention that all font sizes in Godot are in pixels, not points in Using fonts 2023-05-20 04:05:44 +02:00
Hugo LocurcioandMax Hilbrunner cdc3f1f3ab Document font size caveats for pixel art fonts in Using fonts (#7355)
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
2023-05-16 10:27:17 +02:00
Hugo Locurcio 771b02a543 Document embolden and font spacing in Using fonts
This also mentions what the default project font is for reference.
2023-03-16 03:45:21 +01:00
Hugo LocurcioandMax Hilbrunner 3dfbfbf381 Add links to demo projects where relevant (#6874)
* Add links to demo projects where relevant

- Warn about poor compute shader support on mobile GPUs (due to driver bugs).
- Update control gallery image for 4.0.
- Fix typo in Internationalizing games.

---------

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
2023-03-09 06:09:56 +01:00
Hugo Locurcio 823c7bd8c6 Mention disabling bilinear filtering in Using fonts
This is required for fonts with a pixel art appearance to look
correct (dynamic or bitmap).

This also fixes the mention of the first Godot version to support
WOFF2 fonts.
2023-02-10 14:52:19 +01:00
Hugo Locurcio f8a612cd47 Update Using fonts documentation for 4.0.beta17
- Mention subpixel positioning should be disabled for fonts with a pixel art
  appearance.
- Update bitmap font import dock image and document image/character margin.
- Fixed character range example to match the font image (it previously
  had to be reduced by 1 due to an off-by-one error in the importer code).
2023-02-08 14:44:56 +01:00
Hugo Locurcio 80ba4c0277 Update Using Fonts page for 4.0 (#6373) 2022-12-17 20:11:22 +01:00
Hugo Locurcio d702b38566 Mention that the WOFF2 font format is now supported 2022-03-22 13:17:17 +01:00
skyace65 7b54de4045 Add a page on using fonts in Godot 2021-09-10 08:58:51 -04:00