Thanks. We appreciate all feedback!
Scripts are separate files and, as you say, there is a difference between in-place and file-reference placement of things. We definitely want to make workflows better and at the same time provide clarity and help users in the right direction. We’ll evaluate this idea and see if and how it fits with the rest of the plans.
Actually, the editor knows the font file (since it is part of the project) but the runtime does not. One important principle in Defold is that everything is statically linked. If you add a 100Mb file to your project for testing purposes it will not automatically be part of the build, unless you explicitly add it to a collection that is part of the runtime tree.
There is no way the runtime can know at what size a font is going to be displayed. Consider this code:
local node = go.get_node("text_node")
gui.set_scale(node, my_scale * user_setting_scale)
The target scaled size is only known at runtime and the developer has to make the call at what type and resolution the font should be. Sacrifice memory with a higher resolution may be fine in one case, not in another. Similarly, for atlases you (among other things) want to minimize draw calls and group images based on how they are used in the render pipeline. Also, the runtime Lua code decides what animations to actually play and use which again makes it (even theoretically) impossible to infer what images to include and put on what atlases.
Our approach is to provide a good set of simple building blocks - to not solve game specific things but the problems everyone runs into. Higher level stuff is for libraries and a GUI widget library is a great example of that. We are very limited in staff and time and the success of Defold depends on our community. We try to provide good means for sharing libraries, games and assets. The upcoming “Project Sticky Iron” (see Community pages (was previously "Project: Sticky Iron")) is intended to help make that happen.
This is planned. See Drag and drop in editor · Issue #408 · defold/editor2-issues · GitHub
(Please don’t hesitate to report bugs on the editor2-issues Github btw)
Have you tried to debug with Zerobrane? See Debugging in Defold
“Sticky Iron” is on its way. It is not intended to be an app store though, but a sharing environment.