Releases: FontStashSharp/FontStashSharp
Release list
1.5.6
1.5.5
Added the option that allows to specify font size in ems rather than in pixels.
In order to turn it on for the specific FontSystem, use following code:
var settings = new FontSystemSettings
{
UseEmToPixelsScale = true
};
var fontSystem = new FontSystem(settings);In order to turn it on for all FontSystems:
FontSystemDefaults.UseEmToPixelsScale = true;For now, the new feature works only with the default font rasterizer(StbTrueTypeSharp).
1.5.4
Added new property FontSystemSettings.GlyphRenderResult
See the docs: https://fontstashsharp.github.io/FontStashSharp/docs/glyph-rendering.html
1.5.2
Improved MonoGame performance by about 25% when text is non-scaled, non-rotated and has zero depth(which is probably like 90% of the rendered text).
Now it works 1.5x-1.6x slower(before it was like 2x slower) than MG's SpriteFont.
Added new sample Performance to measure the performance. If someone wants to run it, make sure to build it in the Release mode for the correct comparison.
1.5.1
- Some fixes related to the HarfBuzz Text Shaping
- Ability to enable it for all text rendering by line:
FontSystemDefaults.TextShaper = new HarfBuzzTextShaper();1.5.0
1.4.1
Updated FreeType rasterizer to the latest FreeTypeSharp version(3.0.1)
See this on how to switch to the FreeType: https://github.com/FontStashSharp/FontStashSharp/wiki/Custom-Font-Rasterizer
1.4.0
- Renamed platform-agnostic version of FSS from just "FontStashSharp" to "FontStashSharp.PlatformAgnostic". Packages with old name were unlisted at nuget in order to prevent the confusion
- #102
- #106
- Fix for FreeType rasterizer: FontStashSharp/FontStashSharp.Base#3
