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RichTextLabel clear() fails #54951
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@Koyper Please upload a minimal reproduction project to make this easier to troubleshoot. |
Running in 3.3 stable returns a cleared panel - running in 3.4 stable returns tiles of placeholder text. |
Simply removing the theme resource setting in the parent scene causes it to work correctly. |
Additionally, by initial steps will not reproduce the bug - I had to work to strip it down to the minimal to find out what would reproduce it... |
...my initial steps... |
This is an regression since 3.3.3.
So, should |
I guess yeah. |
After a bit more inspection, it seems godot/scene/gui/rich_text_label.cpp Lines 2590 to 2598 in 8cedf91
Since |
In that case I'm wondering why clear() was exposed in the first place? Anything assigned to the bbcode text will call clear() because |
The editor help and editor output panel both modify the |
CC @bruvzg. Sounds like this just needs a documentation clarification? |
Godot version
3.4 stable
System information
OSX
Issue description
When creating multiple instances containing a RichTextLabel in a for statement,
clear()
at _ready() and _enter_tree() fails to clear the placeholder text inbbcode_text
This worked in 3.3 stable.
Steps to reproduce
Create a scene with a RTL and placeholder bb code in bbcode_text that calls clear() at _ready();
In a parent scene, add multiple instances of the above scene to a grid container;
You should see the placeholder bbcode_text instead of empty bbcode_text.
Minimal reproduction project
No response
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