chore(release): v0.14.0
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CHANGELOG.md
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CHANGELOG.md
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@ -7,6 +7,19 @@ change type. Preview the next one with `ludic dev release --dry-run`.
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A released section may carry a hand-written summary paragraph above its groups
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(v0.2.0 has one); the generated bullets below it are not edited by hand.
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## v0.14.0 — 2026-09-13
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### Features
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- **Overlay text is UTF-8, and a font atlas can carry any script** — `ludic.render3d`'s `ov_text`,
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`ov_text_w` and `ov_text_wrap` decode UTF-8 instead of drawing bytes 32–126, so a game can show
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Turkish, German, Polish, Greek, Cyrillic or whatever its atlas holds.
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- `font.json` may list the atlas's code points in `"codes"` (atlas order). An atlas without it is
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read as before: consecutive code points from `"first"`, so existing ASCII fonts keep working.
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- A code point the atlas lacks draws as `?`; a control character as a space; a malformed or
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cut-off sequence as one `?`, so a string sliced mid-character still draws.
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- `overlay_font(dir)` loads or swaps the atlas at run time, for a language that brings its own font.
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## v0.13.3 — 2026-09-13
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### Performance
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2
VERSION
2
VERSION
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@ -1 +1 @@
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0.13.3
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0.14.0
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@ -1,11 +0,0 @@
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bump: minor
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type: feat
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**Overlay text is UTF-8, and a font atlas can carry any script** — `ludic.render3d`'s `ov_text`,
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`ov_text_w` and `ov_text_wrap` decode UTF-8 instead of drawing bytes 32–126, so a game can show
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Turkish, German, Polish, Greek, Cyrillic or whatever its atlas holds.
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- `font.json` may list the atlas's code points in `"codes"` (atlas order). An atlas without it is
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read as before: consecutive code points from `"first"`, so existing ASCII fonts keep working.
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- A code point the atlas lacks draws as `?`; a control character as a space; a malformed or
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cut-off sequence as one `?`, so a string sliced mid-character still draws.
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- `overlay_font(dir)` loads or swaps the atlas at run time, for a language that brings its own font.
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