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Use the Unicode multiplication symbol for the viewport size display #50222

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Calinou
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@Calinou Calinou commented Jul 6, 2021

I didn't add this to #45596 because I forgot about String::utf8() back then.

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@Calinou Calinou requested a review from a team as a code owner July 6, 2021 19:53
@Calinou Calinou added cherrypick:3.x Considered for cherry-picking into a future 3.x release enhancement topic:3d topic:editor labels Jul 6, 2021
@Calinou Calinou added this to the 4.0 milestone Jul 6, 2021
@Calinou Calinou removed the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Jul 6, 2021
@akien-mga
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What's the risk of custom user fonts not supporting it?

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Calinou commented Jul 6, 2021

What's the risk of custom user fonts not supporting it?

Most fonts out there have this symbol, so the risk is very low. Also, we're already using the multiplication sign in the VoxelGI editor plugin.

If we really want to avoid missing characters (3.x) or visible "tofu" characters (master) regardless of the font used, we could consider loading the default editor font as a fallback font when a custom editor font is used.

@akien-mga akien-mga merged commit 82d4a89 into godotengine:master Jul 7, 2021
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Thanks!

@Calinou Calinou deleted the editor-information-use-multiply-sign branch August 3, 2021 15:56
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