bruvzg
bruvzg
The problem is macOS, which have different defaults for Intel and ARM. I guess we can do `driver.macos.x86_64` and `driver.macos.arm64` as separate settings, but not sure if it's better. Instead...
> I don't know the details but IMO we should either always return a "valid" value or simply make sure that no code hard depends on the current screen. Whatever...
> Although I think that in Wayland's case we should remove the ERR_FAIL_COND_V macro then. Yes, this make sense to remove it, since it's not an error, just indeterminate state.
> Window position is "relative" in a way. window_get_position returns (0,0) for toplevels but its position relative to the parent for popups. This should be mentioned in the docs, since...
Trackpad gestures produce `InputEventMagnifyGesture` and `InputEventPanGesture` events, and neither seems to be handled by TileMap editor.
Multiple `unused variable` warnings were always present with MoltenVK (on macOS as well if you enable verbose logging), it should be fine. > We should probably change the setting hint...
> I would make the default "auto" for macOS, which would be Metal on arm and Vulkan on x86_64. For iOS, the default should be Metal and Vulkan should be...
https://github.com/godotengine/godot/pull/103026
> UHD Graphics None of `UHD Graphics` cards should be in the ANGLE fallback list, so it should not be ANGLE related.
You have integer viewport scaling enabled in the project settings, this is how it will look on any device unless it resolution exactly integer multiple of whatever you set in...