font fixes:
- replace font to UI_Canvas_Fonts.Font_Main (which supports chinese); - scaling configured (not final).
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@ -17,7 +17,7 @@ function InitStyle()
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if (LoadedTex[i]==None)
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LoadedTex[i] = Texture2D'EngineMaterials.DefaultWhiteGrid';
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// TODO: SmallFont/TinyFont not support unicode
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DrawFonts[0] = Font(DynamicLoadObject("UI_Canvas_Fonts.Font_General",class'Font'));
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DrawFonts[0] = Font(DynamicLoadObject("UI_Canvas_Fonts.Font_Main",class'Font'));
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DrawFonts[1] = Font(DynamicLoadObject("EngineFonts.SmallFont",class'Font'));
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DrawFonts[2] = Font(DynamicLoadObject("EngineFonts.TinyFont",class'Font'));
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for (i=0; i<ArrayCount(DrawFonts); ++i)
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@ -508,22 +508,22 @@ function Font PickFont(byte i, out float Scaler)
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switch (i)
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{
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case 0:
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Scaler = 0.3;
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return DrawFonts[0]; // use unicode font only
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case 1:
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Scaler = 0.35;
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return DrawFonts[0]; // use unicode font only
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case 2:
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Scaler = 0.4;
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return DrawFonts[0];
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case 3:
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Scaler = 0.55;
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return DrawFonts[0];
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case 1:
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Scaler = 0.65;
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return DrawFonts[0];
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case 2:
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Scaler = 0.70;
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return DrawFonts[0];
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case 3:
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Scaler = 0.75;
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return DrawFonts[0];
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case 4:
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Scaler = 0.6;
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Scaler = 0.80;
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return DrawFonts[0];
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case 5:
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Scaler = 0.75;
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Scaler = 0.90;
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return DrawFonts[0];
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default:
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Scaler = 1.0;
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