Hi,
I’ve been developing my game on MG3.7 for a while now, and just got done porting to 3.8 - everything works great, except that the content pipeline generates fonts with bad kerning now.
In this gif, what I am showing is the 3.8 executable in both cases, but with the spritefonts generated before and after switching to 3.8 - this is 100% definitely to do with the generation of the spritefont itself, as putting the new, badly kerned spritefont into the old 3.7 executable yields the same bad result.
Yes, I have “UseKerning” turned on for all spritefonts. No, I haven’t made any changes at all to the .mgcb or .spritefont configuration files.
How do I make the new content pipeline respect the UseKerning setting, or whatever this is?
Question: Are you rendering fonts and textures together? The reason I’m asking is in my demo that I was working on when I was drawing my buttons and text at the same time I was noticing some strange behavior. When I switched to drawing the textures in one batch and the strings in another the issue was resolved. I faced the issue with both OTF and TTF fonts. Might be a workaround for you too if you can split the drawing code.