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### TL;DR: zgui (Dear ImGui) rounds the ratio between the framebuffer size and the window size up to the next integer when calculating cursor collisions with gui elements, leading to a mismatch of tru…
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### Preliminary checks
- [X] I've checked that there aren't [**other open issues**](https://github.com/ihhub/fheroes2/issues?q=is%3Aissue) on the same topic.
### Describe the problem requiring a…
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### Is there an existing issue for this?
- [X] I have searched the existing issues
### What feature are you suggesting?
A "Picture-in-Picture" (PiP) screen layout option (as commonly see on TVs) wo…
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### Check for existing issues
- [X] Completed
### Describe the bug / provide steps to reproduce it
4K support for Gnome is complicated. I use 100% as my integer scaling factor and then use Gnome tw…
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### Tested versions
-Reproducible in Godot 4.3.rc2, 4.3rc1, all 4.3 betas, and 4.2.2.stable
### System information
Windows 10 - v4.3.rc2.official - Vulkan (Forward+)
Windows 10 - v4.3.rc2.of…
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`time.Duration` is currently very prone to accidental misuse, especially when interoperating with libraries and/or wire formats external to Go (c.f. http://golang.org/issue/20678).
Some common erro…
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I ran into this problem, and found a workaround in a comment on an issue here from a year ago.
This should really be fixed, as 100% is waaaay too small, and 200% is a bit too large on my Surface Pr…
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The current "screen filtering" option seems to simply change the scaling algorithm from nearest neighbor to bilinear.
So since melonDS doesn't (yet?) have pixel scalers like scale2x (or the more in…
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### MAME version
0.267
### System information
Windows 10 64-bit, NVIDIA RTX 3060 Ti (driver version 32.0.15.5599), i5-10600K.
### INI configuration details
_No response_
### Emulated system/sof…
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The documentation notes that `nvgText` snaps glyphs to pixel boundaries but when the current transform applies non-integer scaling (or translation) then text will be blurry as the glyphs are not align…