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[TextServer] Improve font fallback for emojis.#112436

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Repiteo merged 1 commit intogodotengine:masterfrom
bruvzg:emof
Nov 7, 2025
Merged

[TextServer] Improve font fallback for emojis.#112436
Repiteo merged 1 commit intogodotengine:masterfrom
bruvzg:emof

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@bruvzg
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@bruvzg bruvzg commented Nov 5, 2025

To improve font selection, when looking up for system fallback for color emojis, use known emoji font name as base name instead of default font.

@pippenpaddleopsicopolis
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Should the issue also be fixed for web?

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bruvzg commented Nov 5, 2025

Should the issue also be fixed for web?

This won't do anything for web, since web platform can't access system fonts at all.

@bruvzg bruvzg marked this pull request as ready for review November 7, 2025 09:06
@bruvzg bruvzg requested a review from a team as a code owner November 7, 2025 09:06
@Repiteo Repiteo merged commit 6b17d35 into godotengine:master Nov 7, 2025
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Repiteo commented Nov 7, 2025

Thanks!

@YahelBaram
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YahelBaram commented Nov 18, 2025

Hi

I downloaded Godot 4.6 dev 4 and found out a component in my game that uses emojis (Noto Emoji) is having an unexpected behavior.
I looked for updates in the patch note and found this PR, and I wonder if my problem is related.
It looks like in dev 4 it takes the colored version of the emojis, even though I'm using the grayed version as a resource in my game.

Dev 4:
image
image

Dev 3 (and 2):
image
image

Please let me know if I should also open an issue

Thanks ahead!

@bruvzg
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bruvzg commented Nov 18, 2025

Likely related to #112636 and #110194

If you want to force monochrome emojis, add Variation Selector-15 (U+FE0E), since it will always prefer color font otherwise.

@YahelBaram
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YahelBaram commented Nov 18, 2025

An update:

If I add a new line it brings the expected version

image

If I make the 'modulate' property white:
image

@bruvzg
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bruvzg commented Nov 18, 2025

If I add a new line it brings the expected version

This seems to be an unrelated bug with system fallback after a break.

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