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Releases: LuisEscorza/GodotLabelFontAutoSizer

v1.1.0 for Godot 3.6

27 Sep 07:00
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Changelog:

  • Added support for bbcode_text in RichTextLabels.
  • Added variable to lock/disable the auto sizing while using the editor.
  • Line/Size checks changed to use call_deferred(). This should fix some issues where the size of the Label is being controlled by a parent Control node.
  • Added min_size and max_size variables, no longer using step based changes. Easier to use and don't need to check for the size of the current font resource anymore, it will override the font size anyway.
  • Updated documentation.

Version compatibility: Godot 3.6.x

Download the .zip and, put the contents in your project root (the demo folder is optional) and enable it in the plugins menu.

v1.1.0 for Godot 4.3

27 Sep 07:05
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Changelog:

  • Added variable to lock/disable the auto sizing while using the editor.
  • Line/Size checks changed to use call_deferred(). This should fix some issues where the size of the Label is being controlled by a parent Control node.
  • No longer checking for changes in the tree while using the editor, make sure you add the AutoSizeLabels with the class included, instead of normal Labels to add the class later. Better performance with very large scenes.
  • Added min_size and max_size variables, no longer using step based changes. Easier to use and don't need to check for the size of the current font resource anymore, it will override the font size anyway.
  • Uses new Godot 4.3's @export_storage annotation against having to use get_property_list() to save variables not supposed to be shown in the inspector (main reason this version is not compatible with previous ones).
  • Small refactor here and there for easier usage and modification of the class.
  • Updated documentation.

Version compatibility: Godot 4.3.x

Download the .zip and, put the contents in your project root (the demo folder is optional) and enable it in the plugins menu.

v1.0.2 for Godot 4.2

16 Apr 20:54
30a65fd
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Changelog:

  • Fixed an issue with RichTextLabelAutoSizer where the text wouldn't resize with a tall but narrow Rect and very narrow text. (7b4e8a3) (this issue persists with normal LabelAutoSizer labels as we don't have the same methods available.)
  • Updated documentation.

Version compatibility: Godot 4.2.x

Download the .zip and, put the contents in your project root (the demo folder is optional) and enable it in the plugins menu.

v1.0.1 for Godot 4.2

12 Apr 17:27
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Changelog:

  • Couple improvements for users using the Auto Translate feature from labels. (e5ee6bc, 18d5632)
  • Fixes an issue with the labels not resizing after a new font size is manually set. (6bedd96)

Version compatibility: Godot 4.2.x

Download the .zip and, put the contents in your project root (the demo folder is optional) and enable it in the plugins menu.

v1.0.1 for Godot 3.5

12 Apr 17:19
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Changelog:

  • Fixes an issue with the labels not resizing after a new font size is manually set. (bef702b)

Version compatibility: Godot 3.5.x

Download the .zip and, put the contents in your project root (the demo folder is optional) and enable it in the plugins menu.

v1.0.0 for Godot 4.2

09 Apr 17:22
2c1b9f5
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Initial release of the tool.
Version compatibility: Godot 4.2.x (*)


Download the .zip and, put the contents in your project root (the demo folder is optional) and enable it in the plugins menu.


(*)At this stage, this addon doesn't work with 4.0 because of the missing static variables, which were added in 4.1 (don't plan on fixing this unless theres enough demand, but is possible since I made it work with 3.5), and also won't work with 4.1 because static typing for for loop variables wasn't implemented until 4.2 (this would be a really easy fix, in case someone needs it). Honestly both issues would be easily fixable but at this moment I'm tired of actually finishing the addon, but feel free create an issue if you really need it!.

v1.0.0 for Godot 3.5

09 Apr 21:37
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Initial release of the tool.

Version compatibility: Godot 3.5.x


Download the .zip and, put the contents in your project root (the demo folder is optional) and enable it in the plugins menu.