- User Since
- Feb 3 2017, 10:51 PM (228 w, 2 d)
Fixed in rP25794.
Wed, Jun 16
Sun, Jun 13
Sat, Jun 12
Nah, our disk space waste is much bigger than just UI previews. But previews add own wasted space as well.
Also some of our previews have alpha channel which is useless.
Sure, in total we leak 40MB of GPU memory.
I think our previews are bad in terms of wasting space. They can be easily reduced to 512x256 without quality loss.
Fri, Jun 11
Thu, Jun 10
Wed, Jun 9
According to the Valgrind website, they don't - and probably never will - support Windows systems, so I've also made it non-Windows option.
Tue, Jun 8
Agree with C++ changes.
Agree, too dark and rank images have low resolutions.
Mon, Jun 7
Actually the same bug can be achieved and before the patch, but it requires additional step.
Sun, Jun 6
Breaks the logic of sprite existing check. Will fix it.
Sat, Jun 5
Added Atlas support.
Fri, Jun 4
Thu, Jun 3
The current implementation is far from best performance, but it fits for our case. Since we don't need to generate hundreds of tasks per frame.
Wed, Jun 2
I'm not sure about replacing, but I think it'd be useful to display two language names: original name and name translated on the current language.