Hoping for a bit of assistance in diagnosing this issue.
I've created a minimal project here https://github.com/tyrelh/godot-text-test that showcases the issue. The graphics used are created by me and the font used is TinyPixie2 by Tiny Pixie via public domain from here http://www.pentacom.jp/pentacom/bitfontmaker2/gallery/?id=5554
The main issue as you can see from this gif is that the font size/spacing jumps around when resizing the window (the font size/spacing isn't actually changing when observing the node, just the way it appears). Also it seems when using any window size that isn't a perfect scaling of the render size it will cause this issue (not jumping around but not fitting the bubble.)
In the project code I am using a NinePatchRect and RichTextLabel on the same level in the tree (with the label in front). In GDScript I get the size of the text with
label.get_font("normal_font").get_string_size(label.get_text()) and use this to dynamically set the size of the ninepatch rect. I do this because in my actual project I am animating this with a tween.
So the size of the bubble is set to the size of the text and font with the above code. Even when I start the project at a different resolution (not changing the window size) the text will display condensed from the start but the above code will say it's longer. Like it isn't an issue that its happening dynamically, it's that the above code is returning a different value than what the text appears as.
I'm not sure if this is just an issue with this particular font or if this is a setting I can change somewhere.
I would really appreciate the help! Let me know if you have any other questions!