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Releases: rakugoteam/Emojis-For-Godot
Releases · rakugoteam/Emojis-For-Godot
2.2
2.1 for Godot 4 - emojis unicode 15.1
What's Changed
- Updated Emojis to 15.1 - PR #14 - Fixing #12 raported by @xShut
- Now uses Google's Noto Emoji Color font instead of texture atlas - PR #14
- Python script was used to update emojis.json - PR #14
- Emoji Finder now base on code of Icon Finder from my Godot Material Icons addon - PR #14
- Fixes scrolling in Emoji Finder - PR #14
- Fixed emojis not showing up some times in game - PR #17 - fixing #13 raported by @xShut
- Fixed emojis not showing up in RichTextLabels - PR #19 - fixing #19
- Fixed Error on loading Emoji Finder - PR #16 - fixing #18
- Optmiazed Emoji Finder - PR #23 - fixing #21
- Fixed bug that Emojis didn't show up with out user input first - PR #23
Full Changelog: 2.0...2.1
2.0
1.4
1.3
This release use class_name
instead of add_custom_type()
as it integrates better with the engine.
Now you can easily use EmojiIcon, EmojiButton and Emojis in code.
This is the example code of using emojis in RichTextLabel:
extends RichTextLabel
var emojis = Emojis.new()
export var text_with_emojis := "some emoji :sunglasses:"
func _ready():
bbcode_enabled = true
bbcode_text = emojis.parse_emojis(text_with_emojis)
1.2
This is the example code of using emojis in RichTextLabel:
extends RichTextLabel
var emojis = load("res://addons/emojis-for-godot/emojis/emojis.gd").new()
export var text_with_emojis := "some emoji :sunglasses:"
func _ready():
bbcode_enabled = true
bbcode_text = emojis.parse_emojis(text_with_emojis)