Rename font file to avoid windows legacy features

feature-better-tweakables
Andrew Cassidy 4 years ago
parent e155526808
commit 27ecd82193

@ -1,3 +0,0 @@
version https://git-lfs.github.com/spec/v1
oid sha256:8580f3c17793051fdc08447401fb7920665ad681ff352588508044b662a3240b
size 364900

@ -36,6 +36,9 @@
<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls/Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="KSPAssets, Version=1.4.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\KSPAssets.dll</HintPath>
</Reference>
<Reference Include="Shabby, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls/Shabby.dll</HintPath>
</Reference>

@ -8,7 +8,7 @@ using UnityEngine;
namespace ConformalDecals.Text {
/// KSP database loader for KSPFont files which contain TextMeshPro font assets
[DatabaseLoaderAttrib(new[] {"kspfont"})]
[DatabaseLoaderAttrib(new[] {"decalfont"})]
public class FontLoader : DatabaseLoader<GameDatabase.TextureInfo> {
private const string FallbackName = "NotoSans-Regular SDF";
private static TMP_FontAsset _fallbackFont;

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