02:57 < bridge> [teeworlds] why does it have to be within a font? 02:58 < bridge> [teeworlds] that prevents people from switching fonts as they like 02:58 < bridge> [teeworlds] what's the downside of icons like we've done until 0.7? 02:59 < bridge> [teeworlds] I think I'm the one who introduced UTF-8 code in Teeworlds to display an icon and that was because I didn't find someone to draw one 03:03 < bridge> [teeworlds] i thought using icon font is the point of not breaking font changing 03:05 < bridge> [teeworlds] we already have multi fonts. and drawing an icon can be done by adding a unicode char in front of the string. 03:06 < bridge> [teeworlds] plus it will share the already allocated font atlas without needing a new texture handle and vram. 03:06 < bridge> [teeworlds] i mean if it is next to a string i don't see the down side. 03:08 < bridge> [teeworlds] plus it is a great chance to move the X and the cog icon to the private use area page of unicode to further prevent icon breaking for ppl changing fonts. 10:39 < bridge> [teeworlds] I support icon fonts 13:18 < bridge> [teeworlds] Is it common for games/software to compile a custom font to display icons? 13:58 < ChillerDragon> its a web thing for sure 14:00 < bridge> [teeworlds] i think it is pretty common for icons that need to layout like text. controller buttons, objective icons and such. and we are adding icons besides the text.