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v0.9.55
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Font Replacement Overhaul
Reverse Fallback Architecture
Replacement font is now primary , original game font added as fallback
This allows imposing a custom font while keeping original glyphs for missing characters
Consistent across all platforms: standard TMP, TMProOld (Hollow Knight), UI.Text, IL2CPP
Font Runtime Controls Fixed
Font replacement, scale, enable/disable toggle all work correctly at runtime
Changing fallback font properly restores originals before applying new one
Font scale applies immediately on all components (fixed empty name bug on Unity 6)
IL2CPP: fontSharedMaterial assignment uses proper type casting
Font Identify UI
New "?" button on each font row in Options → Fonts tab
Click to highlight all in-game texts using that font (magenta) and dim others
Click again or switch tab to clear — own UI excluded from highlight
Works on both Mono and IL2CPP builds
Code Cleanup
Removed dead code from old forward-fallback architecture
Removed diagnostic logging from font scale debugging
Removed verbose hot-path logs in AlternateTMP prefix
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