When the game first loads, a call to SetFont() without the font loaded may return a nil value.
After this point, if the font is loaded and you call SetFont() again with the same font, the actual font will not be set.
So I made it so that when the SetFont() call fails, it calls SetFont() again with the default font.
This resolved issue #27.
And when the Font module is disabled, I set it to a font that fits the alphabet.
Name = GameFontHighlightSmall
StatusText = GameFontDisable
When the game first loads, a call to SetFont() without the font loaded may return a nil value. After this point, if the font is loaded and you call SetFont() again with the same font, the actual font will not be set. So I made it so that when the SetFont() call fails, it calls SetFont() again with the default font. This resolved issue #27.
And when the Font module is disabled, I set it to a font that fits the alphabet.
Name = GameFontHighlightSmall StatusText = GameFontDisable