Automating Fonts

Cultured can also assist with generating the glyph ranges for your languages to help optimize your texture pages. The idea is that you have specific styles or Groups that you define, and assign a font per language. This technique is referred to as Composite Fonts.
Font ranges can include a default per style and a toggle for if Cultured should manage its ranges or not. The font ranges are generated using whatever is in your localization dashboard at the time. Font ranges are generated during the Compile stage of the Pipeline.
Fonts and AssetCompiler
If your game only uses Cultured Composite Fonts and they are not referenced in GML then they won't be cooked when your game builds, and your font won't show up in game.
To solve this use Asset Tags. We ship with gml_pragma("MarkTagAsUsed", "cultured_font"); in our code so just add the cultured_font tag to your fonts to solve this issue.
