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authorHugo Locurcio <hugo.locurcio@hugo.pro>2020-06-16 20:34:48 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-05-17 15:19:13 +0200
commitd211c05111eed90baa7e70cb4e818fd328e97770 (patch)
tree39fa4e825c21df9ba0b7bc0d7465536141ff50f4 /thirdparty/fonts
parentc6bef537274e65620b40b9f5f1937d2332a249df (diff)
Use a DynamicFont for the default project theme
This makes font oversampling work out of the box, while also increasing the supported character set's size. The default font is now larger as well to better fit today's screen resolutions. The OpenSans SemiBold font was chosen for two reasons: - Small file size, yet its character set supports Latin-1 and Cyrillic text. - A heavier font weight looks better in most "game" scenarios and is more readable against mixed-color backgrounds. This is considered a breaking change as it changes the default font's metrics, which will likely affect how Control nodes are laid out in scenes (unless a custom font is in use).
Diffstat (limited to 'thirdparty/fonts')
-rw-r--r--thirdparty/fonts/OpenSans_SemiBold.ttfbin0 -> 100820 bytes
1 files changed, 0 insertions, 0 deletions
diff --git a/thirdparty/fonts/OpenSans_SemiBold.ttf b/thirdparty/fonts/OpenSans_SemiBold.ttf
new file mode 100644
index 0000000000..54e7059cf3
--- /dev/null
+++ b/thirdparty/fonts/OpenSans_SemiBold.ttf
Binary files differ