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Main menu blurry text #174

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jnkyacc opened this issue Sep 5, 2016 · 4 comments
Open

Main menu blurry text #174

jnkyacc opened this issue Sep 5, 2016 · 4 comments
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@jnkyacc
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jnkyacc commented Sep 5, 2016

Affecting only main menu. A14
Vanilla on the right
https://cloud.githubusercontent.com/assets/20729235/17785949/089b00fe-6583-11e6-91bb-516b04a040f0.png
do not want silky&smooth cinematic experience :(
my eyes are bleeding.
11" 1366х768

@jnkyacc jnkyacc changed the title Blurry text Main menu blurry text Sep 5, 2016
@ForsakenShell
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Not sure what causes this as CCL doesn't change any render settings, it just renders.

@jnkyacc
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jnkyacc commented Oct 28, 2016

Just to be sure tried clean RW (0.14.1249 rev955) with only CCL (d5c9128)
Vanilla on the left
screenshot68

@ForsakenShell
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Additional information wasn't needed, a screenshot less so. But thanks anyway.

@NuOfBelthasar
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This appears to be caused by how the "menuOptionsRect" is calculated in the MainMenuDrawer.MainMenuOnGUI() detour.

If you comment out the line:

MainMenuDrawerExt.PaneSize = new Vector2( PaneWidth, PaneHeight );

...the default PaneSize will be used in the menuOptionsRect calculation. This screws up other things, of course, but it does fix the text blurriness (at least on my desktop - dunno if this repros elsewhere).

NuOfBelthasar pushed a commit to NuOfBelthasar/CommunityCoreLibrary that referenced this issue Jan 22, 2017
+ Quickstart

[changes]
+ all tabs replaced with 4 spaces
+ SaveQuitToMain now matches A16 logic
+ Reformatted MainMenuDrawer with only minor logic changes (as part of checking for relevant changes in the A16 Core assemblies, and as part of hunting for bug RimWorldCCLTeam#174)
Karel-Kroeze pushed a commit that referenced this issue Jan 23, 2017
* Part 1 of trying to make this compile.

* Alerts now limitted to player home maps.

Gradually slogging through everything that broke in 16.

Not testing anything yet, I just want this to compile.

* Part 3 of updating the code to compile in V16.  Down to a mere 129 compile errors.

Most of these changes have to do with the fact that the game now uses multiple maps at once, so Find.Map has been replaced with Find.Maps, and many methods now require a map parameter.

I've made my best educated guesses as to how to handle each error this introduces.

Additionally, there have been a number of type and member renames.

I've also added a few "TODOs" for things I'm especially unsure of how to resolve.

* Part 3 of updating the code to compile in V16.

* Bad find/replace

* Ok, it finally compiles with the A16 binaries.  There's a still a ton to do, but it's a start.

* Importing A16 changes in Assembly-CSharp to the detour code.

Doesn't work yet.  Still debugging.

* [fixes]

+ detour method parameter type agreement
+ designationCategory null refs

* [adds]

+ new ToggleSettings
+ handles worldView ToggleSettings.

Now able to create new colonies.

* [fixes]

+ _CanIngestForJoy was misnamed

* [fixes]
+ Quickstart

[changes]
+ all tabs replaced with 4 spaces
+ SaveQuitToMain now matches A16 logic
+ Reformatted MainMenuDrawer with only minor logic changes (as part of checking for relevant changes in the A16 Core assemblies, and as part of hunting for bug #174)

* [fixes]

+ QuitToOS was quiting to main menu

[changes]

+ temporarily disabling push of CCLModTweaks assemblies because of #4
+ switched CCLModTweaks to default profile (was there a reason to use the Client one?  the DLL is tiny)

* [fixes]

+ a few null refs and missing default constructors that were preventing save files loads

* [fixes]

+ now reading maps correctly from XML in the Game detour (resolves #10)

* [fixes]

+ minimap no longer rendered in world-view
+ some alert logic was wrong

The alerts aren't showing up when I would expect them to.  Will continue debugging.
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