Feature Type: feat_addition_ingame
Description: Currently, to use different size fonts you have to create a new asset for each size of font. The alternative is to use sprites for text or downscale your text using surfaces or the GUI scale. This is quite frustrating when programming, especially when being able to have different sizes of fonts are available in so many other engines on the market.
I understand that in order to package the correct font, it needs to be an asset. However, this font does not need to be a specific size. Consider adding either a toggle between the normal fonts and dynamic fonts or adding a new font asset type.
Benefit: Drawing text to the screen and scaling this text would be made much easier and does not require exiting your code workflow to add a new font in the asset browser.
Requested in ticket Ticket #194819
Feature Type: feat_addition_ingame Description: Currently, to use different size fonts you have to create a new asset for each size of font. The alternative is to use sprites for text or downscale your text using surfaces or the GUI scale. This is quite frustrating when programming, especially when being able to have different sizes of fonts are available in so many other engines on the market.
I understand that in order to package the correct font, it needs to be an asset. However, this font does not need to be a specific size. Consider adding either a toggle between the normal fonts and dynamic fonts or adding a new font asset type. Benefit: Drawing text to the screen and scaling this text would be made much easier and does not require exiting your code workflow to add a new font in the asset browser.