Posted March 18, 2025 by Jeremi
advanced_text
var instead of _text
It hides text
and bbcode_enabled
,
this makes addon more secure to use
as this to shouldn’t be changed manually.
Before you had to choose in between using _
or *
modes,
if was using Markdown parser, but now by default
you have new mode both
so you can use any of both,
this means that, both versions works a the same time:
_italics_ *italics*
__bold__ **bold**
- point in list
* point in list
I removed AdvancedTextButton,
as now thanks to my other addon Rakugo Nodes,
is much easier configure button created using this nodes:
AdvancedTextLabel, ButtonContainer and MarginContiner
You also need to mouse_filter
to Ignore
in both MarginContiner and AdvancedTextLabel.
If you want me to crate AdvancedTextButton please make request.
For me I never could make Godot’s BBCode build-in [hint]
markup to work,
also I knew that hint like this would be very simple,
as it would’t support any markups and looks just like simple tooltip.
To fix that AdvancedText 3.0 introduces Hints 2.0. We added simple to modify HintPopup singleton scene res://addons/advanced-text/HintPopup/hint_popup.tscn
How have to define from where Hints should be taken
in AdvancedTextLabel by overriding _hint_requested()
func.
In feature versions I will make it easier to use without out this requirement.
This how it can looks implanted in game.