Replace global oversampling with overridable per-viewport oversampling.#104872
Replace global oversampling with overridable per-viewport oversampling.#104872Repiteo merged 1 commit intogodotengine:masterfrom
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Tested locally (rebased on top of master a8598cd), I noticed an issue with embolden using a radius that's way too large in the editor. You can reproduce this by using push_error()/push_warning() in a @tool script's _ready() method, then using Scene > Reload Saved Scene:
Also, this PR doesn't fix #86563:
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At default window size, kerning has changed slightly on the text at the bottom-right corner, but the rest is identical:
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Fixed embolden and issue with subpixel positioning activated at wrong size (was causing minor kerning shifts). I'll check #86563 (it looks perfectly sharp to me, will check on a different monitor and OS later). |
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I added a Label in a SubViewport in a SubViewportContainer and setting godot.windows.editor.dev.x86_64_XZs9kGcNJo.mp4Also |
Fixes.
Default oversampling is based on "Size 2D override/stretch" values (which is set to content scale for windows), and will take effect only is it's enabled. Screen.Recording.2025-04-13.at.21.33.48.mov |
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Shouldn't it have effect when I set the override though? |
Yes, if override is set it always applies. |
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Then the |
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Also, there's some max limit for absolute font size (4096 for single glyph dimensions), so if you set large font size and excessively large oversampling it might break (underlaying font size is multiple of these two). |
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Added notes about new arguments and |
KoBeWi
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It's a complex change, but overall looks fine.
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Thanks! |
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This PR completely broke Godot on Xubuntu 24.04 LTS ( That's all I get when opening the Editor. Edit: I see it's already reported. |








Adds performance monitors forTextServerfonts and oversampling.