It sure is shorter, and updated the diff now to see if there are other comments on it. It should be std::min({}) though in order to have the same behaviour as before.
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Jul 24 2017
- Use std::min({}) instead of explicit if statements
- Create and use g_Minimum{X,Y}res instead of hardcoded parameters
Marking some stuff as 'done', while leaving a couple still open for discussion (no clear 'Definition of Done' on those?).
This update fixes the 'You have unsaved changes' thing, which was caused by converting the caption to a floating point value instead of leaving it as a string.
In D332#29501, @Dariost wrote:Updated with the latest diff
I can confirm the issue where after changing the UI scale and saving the settings it still open the dialog for unsaved settings when closing the options menu
In D332#29460, @Dariost wrote:The only thing that I noticed is missing from @joskar's patch is that the cursor doesn't get resized until the game is restarted. The cursor needs to be recreated, because the scaling is done at creation time.
Jul 18 2017
In D332#29362, @elexis wrote:Notice that UpdateResolution` also sends the WindowResized event` even though the window size didn't change. Probably won't matter as long as there is no code that may not be run if the change is kept the same.
Changing the UI setting without saving it should apply it just as saving does. Make sure to keep options.js agnostic of options.json (i.e. when adding support for a setting, make sure all settings can use that).
In D332#29332, @vladislavbelov wrote:In D332#29326, @elexis wrote:REQUIRES GAME RESTART should be avoided where possible.
All it takes is updating g_GuiScale if the gui.scale config entry changes.I agree, but wasn't there some texture creations depended on the gui scale? Need to check its uses.
Jul 17 2017
Remove accidentally added *.swp file
Removed explicit conversion.
Declarations on separate lines.
Added my name to programming.json