Migration notes: godot-ui-rich-text
Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.
If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.
3.x → 4.0
Official: Upgrading from Godot 3 to Godot 4
- Font stack:
DynamicFont/BitmapFont→FontFile(reconfigure themes). Label.percent_visible→visible_ratio.- Theme state names:
on/off→checked/unchecked. - Re-test BBCode after convert; RichTextLabel ImageUnit arrives in later 4.x hops.
4.0 → 4.1
Official: Upgrading to Godot 4.1
RichTextLabel.push_listgainsbullet;push_paragraphgains justification/tab_stops optionals.
4.1 → 4.2
Official: Upgrading to Godot 4.2
RichTextLabel.add_imagegainskey,pad,tooltip,size_in_percentoptionals.
4.2 → 4.3
Official: Upgrading to Godot 4.3
- Default font outline color is black (was white) — retune dialogue/chat themes using outline-only styling.
auto_translatedeprecated for Nodeauto_translate_mode(inherit semantics).RichTextLabel.push_metagainsunderline_mode.
4.3 → 4.4
Official: Upgrading to Godot 4.4
RichTextLabel.push_metagainstooltip;set_table_column_expandgainsshrink.
4.4 → 4.5
Official: Upgrading to Godot 4.5
add_image/update_image:size_in_percentreplaced bywidth_in_percentandheight_in_percent— set both explicitly to restore old percent sizing.push_underline/push_strikethroughoptional color;add_imagealt_text;push_tablename.
4.5 → 4.6
Official: Upgrading to Godot 4.6
No skill-relevant breaking changes for this hop.
4.6 → 4.7
Official: Upgrading to Godot 4.7
width_in_percent/height_in_percent→width_unit/height_unitwithRichTextLabel.ImageUnit(defaults changed).ImageUpdateMask.UPDATE_WIDTH_IN_PERCENT→UPDATE_WIDTH_UNIT.add_image/update_imagewidth/height arefloat— NEVER pass bool percent flags; useRichTextLabel.ImageUnitvalues.