Godot version
4.0.2.stable
Issue description
I noticed something while working on #77117. These RichTextLabel methods exist in the C++ source code, but aren't exposed to GDScript unlike other built-in tags like push_bgcolor():
push_fade()
push_shake()
push_wave()
push_tornado()
push_rainbow()
Having these methods exposed would be useful for consistency with other tags, but also because large text is faster to format using push_*() methods compared to BBCode.
Note that set_process_internal(true) is called in the BBCode handler for those tags (example), not in the push_*() methods (other than push_customfx() which is exposed). This call should be moved to the push_* methods so that it works even if you only use push_*() methods to format your RichTextLabel's text.
cc @Eoin-ONeill-Yokai – is there a reason these methods aren't exposed?
Keywords for easier searching: RichTextEffect
Godot version
4.0.2.stable
Issue description
I noticed something while working on #77117. These RichTextLabel methods exist in the C++ source code, but aren't exposed to GDScript unlike other built-in tags like
push_bgcolor():push_fade()push_shake()push_wave()push_tornado()push_rainbow()Having these methods exposed would be useful for consistency with other tags, but also because large text is faster to format using
push_*()methods compared to BBCode.Note that
set_process_internal(true)is called in the BBCode handler for those tags (example), not in thepush_*()methods (other thanpush_customfx()which is exposed). This call should be moved to thepush_*methods so that it works even if you only usepush_*()methods to format your RichTextLabel's text.cc @Eoin-ONeill-Yokai – is there a reason these methods aren't exposed?
Keywords for easier searching: RichTextEffect