David Figatner
David Figatner
Hmm...i tried it again and it still seems to work. The `minWidth` option creates a ceiling for the zoom. I also tried it in Firefox, and it worked (although the...
There's always a way to fix things :smile: I decided to work around it last time instead of fixing it because of my schedule. The right way to fix it...
The current zoom is viewport.scale.x. If your default zoom is 1, then that's the percent (multiplied by 100). If default zoom is not one, then divide by the default zoom...
It's likely an IE11 issue. I've not tested it against IE11. There's likely a needed polyfill somewhere. Happy to take a PR if you can track it down.
I was able to replicate the bug. It's weird because it only happens on the second pinch. Future pinches and all drags work fine. This is likely caused by pixi's...
Can your provide an example?
Is your worldWidth/Height correct? Seems strange.
I don't currently have plans to support it, but it's definitely something I'm interested in. I broke out the interaction code into InputManager.ts a while ago. I expect there should...
I've not tested viewport in viewports. I don't see why it wouldn't work but there may be some quirks. If it's not working then it'll probably need some debugging to...
Is there any way to ensure this doesn't break non-macos implementations?