bruvzg

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> Does this mean that the new implementation fails the previous tests? Previous implementation was decoding overlongs, new one do not (can be changed by removing few `unicode = _replacement_char;`...

The border is added deliberately, since it's the only reliable way to ensure non-exclusive mode on all hardware, and Godot editor (or any other Godot app that is using multiple...

I have analyzed borderless full-screen in some games, and might find a combination of window style flags that is working, but it needs testing on various GPUs to make sure...

> I have analyzed borderless full-screen in some games, and might find a combination of window style flags that is working, but it needs testing on various GPUs to make...

> That border makes this mode is useless for many developers, if this is not going to change I would vote for removal of this mode entirely, leaving only exclusive...

> Doesn't that mean there is no intended way to have a full screen game on Linux for example? Exclusive Fullscreen works on all desktop platforms and is the intended...

Docs are a bit out of sync (https://github.com/godotengine/godot/pull/82179), DisplayServer has more up-to-date description than Window.

> Alternatively, I could just put a link to the Introduction page's development and production aliases headline This probably is a better option, and will avoid unnecessary duplication of the...