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font rendering texture check was inverted
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@ -811,7 +811,7 @@ void Batch::str(const SpriteFont& font, const String& text, const Vec2& pos, Tex
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// It will assume it's a 1-byte ASCII char which is incorrect
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auto ch = font[text[i]];
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if (!ch.subtexture.texture || !ch.subtexture.texture->is_valid())
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if (ch.subtexture.texture && ch.subtexture.texture->is_valid())
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{
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Vec2 at = offset + ch.offset;
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