Riteo
Riteo
> On the other hand, it doesn't seem to be exposed for Wayland, only X11, which might be an oversight? @Riteo Yup, indeed. It got added later and I didn't...
@eobet sorry for the delay. That's quite weird. You could try running the editor directly by opening a `project.godot` file and pass the `--print-fps` flag: `godot --print-fps path/to/project.godot` You should...
@naturally-intelligent people have already tried using C++ transpilers to make RE harder with tools like unity, but this isn't the point of it _at all_. C++ transpiling is a useful...
@naturally-intelligent perhaps. It'd be also definitely more obfuscated than, say, IL2CPP (the unity stuff) since there's no reflection to take into consideration (which basically preserves all symbol information and much...
> and it does focus around the popup properly That's the thing, my theory is that it might not "unfocus" properly, as there's a lot of fancy input redirection tricks...
@eobet for the moment the X11 compatibility layer is the default option, so by all chance, if you didn't change any settings, you are using it :) That said, the...
@diamondburned > Given Fenster's API, it'll be quite tough to have HiDPI support for Wayland. The main issue is that the client expects a fixed viewport with an image buffer...
> Perhaps just using nearest-neighbor integer scaling would still yield better results than letting the compositor scale up. Considering that this library implies being akin to old school stuff ("Borland...
@diamondburned I can think of a few ways of fixing it in one way or another, but this is IMO secondary stuff (despite being certainly unpleasant). We could see it...
Oh, I see. mkv only is fine for me personally. I'll try whipping up a patch in the coming days if that's ok!