Clément Gallet
Clément Gallet
I like solution 1 better. Should libtas auto-fills source resolution, by storing resolution inside movie metadata (or even not show it at all) ? Also, this solution fails on games...
Could you enable `Runtime > Debug > Print categories > Checkpoint`, and `Runtime > Debug > Log to file`. Then save and load a state, and send here the log...
The log does not show anything unusual. What are your savestate settings checked (under `Runtime > Savestates`) when running v1.4.3 ?
It probably has to do with the screen capture code that is not updated with the new window dimension. I would personally just forbid users from resizing the game window....
I think this is a crash that was fixed since: https://github.com/godotengine/godot/commit/2684e816823ef3911143e630f92bc969adece1b5
That's a lot of file descriptors! Can you try uncheck `Runtime > Prevent writing to disk`?
I confirm it works in 5.0 but not in 6.0. The first thing I noticed is that they appear to split each library code into two files: a native library...
Using `WINEDEBUG=+module,+x11drv`, here is the mismatch between the logs with/without libTAS, starting just after the initialization of the winex11 driver. There was no mismatch in logs during that init, but...
Issue appears between 5.5 and 5.6 (tested with debian wine-devel packages from winehq official repo).
Try disabling `Recycle threads`.