Age | Commit message (Collapse) | Author |
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german: 2 changes by Wuzzy2
slovak: 5 changes by FuryPapaya
dutch: 4 changes by LouisDeconinck
spanish: 1 change by MontyMontana
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During resizing, there can still be dirty-rects ready to blit based
on the old dimensions. X11 with shared memory enabled crashes if
you try to do this. So, instead, if we resize, reset the dirty-rects.
This is fine, as moments later we mark the whole (new) screen as
dirty anyway.
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(#8682)
The first point was counted, but also initialized as "last". As
such, it didn't add to "total", but did add to "count", which made
the "count" 1 more than the total actually represents.
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korean: 2 changes by telk5093
indonesian: 11 changes by dimaspaf14
russian: 2 changes by Ln-Wolf
finnish: 3 changes by hpiirai
french: 4 changes by glx22
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korean: 2 changes by telk5093
german: 56 changes by Wuzzy2
finnish: 2 changes by hpiirai
catalan: 2 changes by J0anJosep
polish: 9 changes by yazalo
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the same 'basic' visibilty as 'signal side'.
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window, and give it the same 'basic' visibility as 'in-game tree placement'.
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slovak: 13 changes by FuryPapaya
catalan: 7 changes by J0anJosep
french: 1 change by arikover
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The zoom level suggestion is based on the DPI scaling set in Windows.
We use 150% scaling as the threshold for 2X zoom and 300% scaling
as the threshold for 4X zoom.
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Use the same Windows XP target as for 64-bit. Current MSVC version will
not produce a binary that works on anything earlier anyway.
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determining window sizes.
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On a display, especially with small fonts or low pixel sizes, sans-serif
fonts are usually easier to read than serif fonts.
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font scaling
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mouse up.
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It wasn't displayed anyway as it was never copied to the bundle.
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This allows the drawing backend code to be independent
of any event or command handling.
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