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moonwell-client-core/docs
Sam Sung e5651f0ddd nameplates: draw overhead names in the UNIT_NAME_FONT face (#3013)
Overhead unit names were laid out in Friz Quadrata whatever the install, so on a zhCN install, whose glyphs that face lacks, NPC names over heads drew nothing (#3005).

In 1.12.1 the name font is not a locale table: `PlayerNameInitialize` (`0x6c7470`) reads the Lua global `UNIT_NAME_FONT` at world entry through `FrameScript::GetVariable` (`0x704350`) and builds the name font from it (`0x5c1ae0`), so the install's own `Fonts.xml`, or an addon that reassigns the global, picks the face. `s_loadingFontPaths` (`0x82f018`) is the loading screen's tip font.

A `UnitNameFont` resource is read at the same world-entry seat as `DAMAGE_TEXT_FONT`, the name mesh lays out its baseline and glyphs in that face, and the mesh cache drops when the face changes.

Tests: `the_name_mesh_lays_out_in_the_unit_name_font`, `world_entry_reads_unit_name_font`, `a_new_name_face_drops_the_meshes_and_the_live_plates`.

Fixes #3005

Co-authored-by: hyrw <47274436+hyrw@users.noreply.github.com>

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-11-08 14:53:11 +07:00
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