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Font antialiasing value is not stored in scene #28537
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Seems like Antialiasing/Hinting is a property of .ttf resource and there isn't any way to legitimately edit them (?). |
I just want to notice that when I make font "dynamic" I was able to disable antialiasing |
you mean on and off it while running game? |
You can, but you will need to save the DynamicFontData resource (not DynamicFont!) to a As for changes not being displayed immediately in the 2D view, this is already reported in #27106. As a workaround, you can change an unrelated parameter in DynamicFont to cause the font to refresh. |
Wow, this is possible? IMO it should be some import option. It's obscure, inconsistent with every other resource (like, it stores path to .ttf file inside .tres, even if technically it's the same resource) and doesn't make sense :/ |
The "bug" part is thus a duplicate of #27106. Keeping the issue for the other UX issue with DynamicFont/DynamicFontData. |
Duplicate of #25626. |
Godot version: 3.1.1
Also changing this value does not refreshes it state
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