Move stroke designation into font page name area (better than having 2 png files with identical names except for texture hints). Add FontBaseZoom to allow for double resolution fonts without setting the zoom to 0.5 for every BitmapText.
@@ -0,0 +1 @@
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common normal
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Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.2 KiB |
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Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 2.9 KiB |
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Before Width: | Height: | Size: 22 KiB After Width: | Height: | Size: 22 KiB |
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Before Width: | Height: | Size: 22 KiB After Width: | Height: | Size: 22 KiB |
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Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 31 KiB |
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After Width: | Height: | Size: 10 KiB |
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Before Width: | Height: | Size: 10 KiB |
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Before Width: | Height: | Size: 6.1 KiB After Width: | Height: | Size: 6.2 KiB |
@@ -5,6 +5,7 @@ LineSpacing=54
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DrawExtraPixelsLeft=4
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DrawExtraPixelsRight=4
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AdvanceExtraPixels=0
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FontBaseZoom=0.5
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[numbers]
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0=36
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@@ -1031,13 +1031,13 @@ DifficultyDisplayP1Y=
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DifficultyDisplayP1OnCommand=
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DifficultyDisplayP1OffCommand=linear,0.5;addx,-200
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DifficultyDisplayP1SetReverseCommand=y,SCREEN_CENTER_Y-196;addx,-200;linear,0.5;addx,200
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DifficultyDisplayP1SetNoReverseCommand=y,SCREEN_CENTER_Y+176;addx,-200;linear,0.5;addx,200
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DifficultyDisplayP1SetNoReverseCommand=y,SCREEN_CENTER_Y+174;addx,-200;linear,0.5;addx,200
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DifficultyDisplayP2X=SCREEN_CENTER_X+250
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DifficultyDisplayP2Y=
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DifficultyDisplayP2OnCommand=
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DifficultyDisplayP2OffCommand=linear,0.5;addx,200
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DifficultyDisplayP2SetReverseCommand=y,SCREEN_CENTER_Y-196;addx,-200;linear,0.5;addx,200
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DifficultyDisplayP2SetNoReverseCommand=y,SCREEN_CENTER_Y+176;addx,-200;linear,0.5;addx,200
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DifficultyDisplayP2SetNoReverseCommand=y,SCREEN_CENTER_Y+174;addx,-200;linear,0.5;addx,200
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LyricsSetNoReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y+160
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LyricsSetReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y-140
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# This is used if one player is in reverse and the other isn't.
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@@ -4422,5 +4422,5 @@ FrameX=0
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FrameY=0
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TextX=0
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TextY=0
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TextOnCommand=zoom,0.5;shadowlength,0;
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TextOnCommand=shadowlength,0;
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TextLoadCommand=%function(self,param) self:diffuse(PlayerColor(param.PlayerState:GetPlayerNumber())) end
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