feat: Add UI scaling using GameTools#251
feat: Add UI scaling using GameTools#251Noojuno wants to merge 3 commits intochickensoft-games:mainfrom
Conversation
|
Thank you, this is awesome. I think I figured out why the sizing is weird. You can see this discussed over in godotengine/godot#77149. If I'm reading this right, it sounds like the display scaling expert Calinou is saying that viewports don't really get resized for you because the dev is supposed to have control over the resolution at which a viewport sizes itself. Which makes sense for performance considerations. We can probably introduce a solution like the one shown here or generalize it in GameTools to help assist projects which are using viewports. I would imagine a general solution will be tricky, so we might start with a simple script here and then generalize later once we test the game demo on each platform. Then, a future PR could leverage any improvements we make to GameTools. |
|
Looks like this workflow got hung up due to the recent change in Chickensoft.Platform 😨 |
|
To fix the test failure, add (Note: I'd have made the edit myself, but ran into this issue with maintainer edits on LFS-enabled repos and didn't feel like chasing down a workaround. |
Added `x11-xserver-utils` to the packages installed in the visual_tests workflow. This installs xrandr and allows Chickensoft.Platform to determine the resolution of the virtual screen during tests.
|
Went ahead and made the edit to get tests passing; had to do some fighting to get GH to re-run the workflow. |
No description provided.