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# Objective - Not including bevy's default font shouldn't result in code not compiling anymore. - Games may want to load their own default font into the default `Handle<Font>` and not include bevy's default font, but still use these convenience impls (https://github.com/bevyengine/bevy/issues/12192 currently makes this a bit inconvenient, but it does work). ## Solution - Include these impls unconditionally. - Slightly expand the comment on the `font` field to indicate that a custom font can be used to override the default font. - (drive-by: add `#[reflect(Default)]` on `TextSection`, since it was missing a way to construct it via reflection) |
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.. | ||
bounds.rs | ||
error.rs | ||
FiraMono-subset.ttf | ||
font.rs | ||
font_atlas.rs | ||
font_atlas_set.rs | ||
font_loader.rs | ||
glyph.rs | ||
lib.rs | ||
pipeline.rs | ||
text.rs | ||
text2d.rs |