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Editor theme accent color does not adjust render engine text color, it stays blue #97023

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Cigam-HFden opened this issue Sep 14, 2024 · 4 comments
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@Cigam-HFden
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Tested versions

v4.4.dev2.official [97ef3c8]
v4.2.2.stable.official [15073af]

System information

Godot v4.4.dev2 - Windows 10.0.19045 - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 3070 (NVIDIA; 32.0.15.6081) - 11th Gen Intel(R) Core(TM) i9-11900K @ 3.50GHz (16 Threads)

Issue description

Changing Editor Interface Theme Accent Color, does not change the render engine text color of: Compatibility, Mobile, Forward+

Steps to reproduce

Editor > Settings > Interface > Theme > Accent Color changed

Minimal reproduction project (MRP)

image

@tetrapod00
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tetrapod00 commented Sep 14, 2024

The renderer uses three different colors depending on which renderer you're using. They don't use the accent color. They became themable with #93229, so you can change them with a custom editor theme. I'd take a look at passivestar's theme for an example of how to do so: https://github.com/passivestar/godot-minimal-theme

Changing these theme colors individually isn't currently possible through the editor settings. If changing these colors through a theme file isn't enough for you, you might want to make a feature proposal for those colors to be editable in the GUI. I did a quick look through the proposals and didn't see anything that quite matched.

@Cigam-HFden
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Ah ok, thank you for the info and links. I guess I should close the issue. I forgot the colors changed dependant on which you used, I always use compatibility. Changing its color is not a huge issue for me, just figured it was a bug, but I guess not. Seems weird with it not matching the accent color, but I guess coloring that for the render engine has some reason.

@tetrapod00
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tetrapod00 commented Sep 15, 2024

Yeah, I'm not actually sure why the current renderer has different colors. It's not something that changes a lot moment-to-moment while you're using the editor, so I'm not sure why it stands out so much. Maybe it's to make it immediately legible in screenshots what renderer is used? I know that using the wrong renderer is a big source of confusion, support questions, and bug reports.

Yep, that's the reason: godotengine/godot-proposals#5979 (comment)

@Cigam-HFden
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Interesting, thank you for the link and answer on that. I will close the ticket then. Have a good one. Cheers!

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