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**POTENTIALLY NOT A BUG** -> Can be fixed by using Viewport own world
**Godot version:**
3.1.2 Stable official
**OS/device including version:**
Windows 10 latest
**Issue description:**
I w…
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### Godot version
3.3.2 Stable
### System information
iOS 14, Android 11
### Issue description
I am currently working on a mobile game, and one of my testers owns an iPhone 11 and he le…
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### What feature or change would you like to see made?
MPR Crosshairs are one color (green) however, were previously different colors depending on the viewport. The axial, sagittal & coronal viewport…
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### Describe the bug
On the landing page of https://axios-http.com/ for mobile view, the responsiveness of the website is malfunctioned due to the horizontal rotational bar.
Screen Shots:
![ima…
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#### Description:
The CodeCache website needs improvements in its mobile responsiveness. Certain components and pages do not adapt well to smaller screens, which leads to elements being misaligned or…
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It would be nice if you could add support for high DPI screens like Retina displays in zgui.
What I have seen some people do is to grab the DisplaySize and FramebufferScale vectors from ImGui's ImD…
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## Summary
The game should always operate in landscape mode. However, mobile browsers support screen rotation. Since this results in a viewport changed (and a forced app reload), let's disable scre…
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### Minimal, reproducible example
```TypeScript
import Puppeteer from "puppeteer";
const browser = await Puppeteer.launch({
// Puppeteer default viewport is 800x600. By setting to null, the …
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### 👟 Reproduction steps
When I open a option that renders with a popup on screen, they are always outside of the limits of the website viewport
### 👍 Expected behavior
![imagen](https://user-image…
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When we place a modal inside a drawer and then place a panel inside the drawer, the floating UI position becomes incorrect.
All use popover attribute and uses top-layer.
To overcome this , we us…