Phase 6 updates

Phase 6 · Slice 69 ·

TextMeshPro font assets’ saved atlases

  • Font assets without their source font (most projects' TMP assets, made static or with the font left out) draw from the atlas saved in them: Texture2D documents inside assets are read with their pixels (Alpha8, RGB24, RGBA32, ARGB32), glyphs come from the glyph and character tables (or 1.x's glyph list and face info), placed with the face's scale and the atlas padding. UI text draws them as distance fields with the material's face, outline and bold weight (_WeightBold); 3D text with Tassix's own ShaderLab shader (Hidden/Tassix/TextMeshPro Distance Field, compiled as projects' shaders are, from tassix: sources in the shaderlab crate).
  • TextMesh Pro before 3.2: assets' material and hashCode (now m_Material, m_HashCode) and texts' m_enableWordWrapping are read.
  • Canvas text whose material is a project's copy of TextMeshPro's shaders draws through Tassix's text drawing, not the copy.
  • UiCard's labels now use its pixel font (Manaspace) with their outlines, matching its GIF; its UI is constant pixel size, and at the GIF's 800x504 matches it too. Pet Simulator's LiberationSans text reads lighter than its README's simulator view (an older build at half size); bold weight is TextMeshPro's.
  • Checked by compiles_tassix_shaders and the corpus renders. Not yet: bold weight on 3D text, sprites from saved atlases, multi-atlas font assets.