
Gold said:
in your second image you have the Gridlines as the baseline of the text
Okay so I used the wrong word I guess? Still want to know if there is a way to change with snapping behavior
I don't know if there is a way to change it. Someone else might come along with a better answer.
If you make it into a Suggestion thread then yes i would title it something like, "Snap text baseline to grid lines"
That's likely a heavier lift than it sounds, since the system would likely need to dive into the font metrics.
keithcurtis said:
That's likely a heavier lift than it sounds, since the system would likely need to dive into the font metrics.
I would agree if not for the fact that was how grid snapping worked before. I'm assuming it's a weird Jumpegate bug/change.
I tried this out in two of my games, one using Jumpgate and the other my legacy backup. It looks like in legacy, the upper left corner of the text box snaps to the nearest grid vertex while in Jumpgate the text box is vertically centered to the nearest grid vertex. In k2i3n4g5 's post, the size of the text in relation to the grid only makes it look like the text baseline is involved.
k2i3n4g5 said:
keithcurtis said:
That's likely a heavier lift than it sounds, since the system would likely need to dive into the font metrics.
I would agree if not for the fact that was how grid snapping worked before. I'm assuming it's a weird Jumpegate bug/change.
Good research Rick
Using the old classic Roll20 behavior of text box upper-left snaps to grid vertex you could usually have text floating between grid lines reliably at many font-sizes without needing to manually move the text-box off-snapping.
Yeah, the text object in Legacy acts like any other object for snpaping: UL corner to vertex. If it acts differently in Jumpgate, this is either intentional for some reason, or a slip-up in ensuring parity. I'll see if I can get some sort of attention/answer on this.
In the meantime, an alt-drag will temporarily disable snap.
keithcurtis said:
Yeah, the text object in Legacy acts like any other object for snpaping: UL corner to vertex. If it acts differently in Jumpgate, this is either intentional for some reason, or a slip-up in ensuring parity. I'll see if I can get some sort of attention/answer on this.
In the meantime, an alt-drag will temporarily disable snap.
Well good to know the reasoning behind it at least. I had a hunch that was what might be going on.