lucie, lola ou luz 
j'utilise >1 prénoms. je préfère sans majuscule !
fyi mon display name est aléatoirement rotate tout les jours
| Pronouns | aël/elle - she/her |

lucie, lola ou luz 
j'utilise >1 prénoms. je préfère sans majuscule !
fyi mon display name est aléatoirement rotate tout les jours
| Pronouns | aël/elle - she/her |
les déités des poissons m'ont entendu·es \o/
j'aime trop les poissons, je trouve leurs bouilles trop expressives 

and finally, it's interesting that this glyph map almost corresponds to the glyph map of the other font based on the same "glyph sheet" system. the / was moved to the zeroth row, 12th column.
Presumably because the slash appears in the lap count text and only it needed fixing to look right.
this probably means that previously, the game used a much larger glyph map and at some point during development, it was changed. and the devs didn't bother to fix it completely the code.
we can reconstruct what this previous glyph sheet look like by inspecting the left-over code.
glyph are rendered by texturing a quadrilateral by offsetting the texture into the large font glyph map. ‼️However ‼️ both horizontal and vertical offsets are used, when the glyph map clearly only contains one row of glyphs!
for instance, the glyph for the character '3' will be rendered as the glyph located at position (3, 4) -- fourth columns, fifth row -- in the glyph map. it still ends up being displayed correctly because the driving font texture defaults to being infinitely mirrored horizontally and vertically, meaning that texture data at (3, 4) will be the same as position (3, 0).
this is not the case for all characters. the space character loads its glyph texture at position (5, 3), resulting in the texture data of a 5.
attached is a what happens if we replace the / in the lap count by a space
i named the first function guimanager::render_driving_timer. it, well, renders a duration measured in frames to the given (x, y) coordinates. it does some math to figure out what each digit should be (at 30 fps) before rendering them.
the function has an additional parameter that controls whether digits separators (00:21.03) should blink or be static. the separators blink according on the global frame count.
interestingly, guimanager::render_driving_timer is always called with blinking digits separators!