Twitter's new font, Chirp, is apparently giving some users headaches

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  • markdown-tweet-scheduler

    Schedule daily tweets from markdown files in your repo, posted via github actions.

  • control-panel-for-twitter

    Browser extension which gives you more control over your Twitter timeline and adds missing features and UI improvements - available for desktop and mobile browsers

  • If you don't like the new font or Follow/Following buttons, my browser extension/user script for Twitter can now get rid of them, screenshots in the release notes here (the latest Chrome version is still pending review at the time of typing):

    https://github.com/insin/tweak-new-twitter/releases

    I tried turning Chirp back on after a full day of coding at work and it's even worse when your eyes are starting to get tired, genuinely unpleasant to look at (on Windows, at least).

  • SurveyJS

    Open-Source JSON Form Builder to Create Dynamic Forms Right in Your App. With SurveyJS form UI libraries, you can build and style forms in a fully-integrated drag & drop form builder, render them in your JS app, and store form submission data in any backend, inc. PHP, ASP.NET Core, and Node.js.

    SurveyJS logo
  • Font-Awesome

    The iconic SVG, font, and CSS toolkit

  • * https://fontawesome.com/

    I don't think this will push fonts/foundaries to add the twitter logo any more than I feel pushed to use the twitter logo in handwriting. Fonts are very nice in that the user still enjoys a high level of choice in the matter. Heck, even the twitter nonsense could be fixed with a stylus/tampermoney script of one or two lines.

  • urho3d

    Discontinued Game engine

  • This looks very much as if the font renderer is aggressively hinting to the pixel grid vertically, but not horizontally. That’s a known trick for getting a decent compromise between crisp text (along the baselines and tops of letters) with subpixel horizontal kerning.

    I doubt the Android renderer is really broken and no-one has noticed until now, so I’d guess the font either has bad hinting, or more likely it’s just being displayed at an awkward size and vertical positions are being rounded in an awkward way. You can see the slight deviations from the baseline in the iOS screenshots, it’s just much more subtle as it isn’t being hinted.

    (Source: I contributed a little bit to font rendering in Urho3D, to fix some similar text aliasing glitches: https://github.com/urho3d/Urho3D/issues/1953)

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