Closed Kiisu-Master closed 1 year ago
If it is fixing fullscreen on Windows only, why not add an if OS.get_name() == "Windows":
to avoid other bugs on Linux?
it's fixing for Linux too. the question is just if it's fine for Linux with a tiling window manager
this whole fix would be temporary until the borderless + maximizing issue gets fixed in godot anyways.
I'll try to test this today or tomorrow to see if there are no issues. If there would be issues then we'll most likely need to work with if OS.get_name() == "Windows":
as @aappaapp suggested.
Not certain how long the borderless bug will last in the main Godot repo though, I'll also take a look at the bug inside of Godot itself in the next couple of days to see if I would be able to fix that instead.
I'll try to test this today or tomorrow to see if there are no issues.
Any updates?
I'll try to test this today or tomorrow to see if there are no issues.
Any updates?
Tested it, it works but because of the refactoring of the code new issues came up. Setting the screen size to the default values is something I am not certain about, but I'll leave it for now and see what can be done about that later (if change would actually be needed).
and I forgot that we have a development branch now and this merged with master, well I'll cherry pick this one ^^"
I decided to open a pull request because of #36 . I'm not sure how this impacts usability on Linux with a tiling WM but it temporarily fixes both gozen opening with a too big window (by reseting the startup size to the godot default) and maximizing the window until it gets properly fixed in the godot engine itself. current limitation of this fix is that its fullscreening gozen instead of maximizing.