this post was submitted on 14 Aug 2024
21 points (100.0% liked)

Godot

6005 readers
4 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 2 years ago
MODERATORS
 

I'm sure there's a really simple answer to this, but it's a surprisingly difficult problem to search for.

I've got a RichTextBox control and I'm trying to write text that includes the letters "ff", but they don't show up. This is the specific code in question:

for entry in suffix:
  desc += "[color=darkgray]Suffix (Tier: %s, Quality: %s%%) 'of %s'\n[color=royalblue]" % [entry.tier, entry.quality, entry.mod.name]

This is what it ends up printing:

If I change one or both of the Fs to capitals, they both display fine; it's specifically two lowercase Fs that're problematic. They also display fine elsewhere in the same textbox; it's just this line specifically that's problematic. Even tried escaping it but it didn't like that, either.

Most of the settings on the RichTextBox are default; the font has a lowercase 'f' character; I haven't done anything weird with the font size, or style, or anything else.

I'm tearing my hair out here. Please tell me this is just some stupid bbcode tag or some such.

Edit: For anyone finding this later:

It's a ligature (ffi) that the font is missing a glyph for. To solve the problem: On the Import tab, choose the font you're using, click Advanced, and under Metadata Overrides, expand OpenType Features, click Add Feature -> Ligatures, add whichever option is appropriate (discretionary or standard ligatures), then disable the option. Reimport the font, and the issue is fixed!

you are viewing a single comment's thread
view the rest of the comments
[–] JakenVeina@lemm.ee 5 points 4 months ago (1 children)

Ligatures are a core feature of fonts themselves, even for "normal" fonts, so I quite doubt it.

[–] Jesus_666@lemmy.world 9 points 4 months ago (1 children)

OpenType font features like ligatures can be individually disabled if the renderer supports this. A quick web search for "godot disable opentype features" reveals that Godot does: https://docs.godotengine.org/en/stable/tutorials/ui/gui_using_fonts.html#advanced-font-features

@KoboldCoterie@pawb.social: This might take care of your problem.

[–] KoboldCoterie@pawb.social 6 points 4 months ago

This is it! Turns out it's an import option under Advanced -> Metadata Overrides -> OpenType Features; you have to add the ligatures feature, then disable the feature (unintuitively). Thanks so much!