Comments (3)
Did this work before? Looking at #288 nothing stands out as removing "save which monitor this was fullscreen on" functionality
If this didn't work before and this is just a feature request, we'll need to build out ways to
- Save which monitor it was on (probably need to figure out some kind of unique id of some sort)
- Handle that monitor no longer being connected
- Handle that monitor now being in a different location?
- Handle that monitor having changed resolution?
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Well the old behavior for me was, that the game opened on the monitor form where it was started (be it windowed or fullscreen). I guess according to mouse position? This isn't the case anymore and fullscreen always opens on my primary monitor. I thought that happened because of position saving.
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More details on the problems: HarbourMasters/Shipwright#3028
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Related Issues (20)
- Clean up the `extern` directory HOT 2
- 2.0.0 finalization
- Confirm that all commits on the `1.x` branch after the split from `2.x` are replicated in the main branch HOT 1
- Fix the GameOverlay disappearing too quickly when using higher FPS values.
- Don't directly include `LUS::GfxDebugger` in `Ship::Context`
- Don't require `LUS::Texture` in `Ship::Gui`
- Figure out what we want to do about `RegisterGlobalResourceFactories` HOT 1
- rename `OSXFolderManager` HOT 1
- figure out what to do about `GameMode`
- standardize header guards HOT 1
- Fix memory leaks in DisplayListFactory.
- don't use cvar for dropped files
- Remove LUS resources from `RegisterGlobalResourceFactories`
- Delete the `1.x` branch
- Newer StormLib significantly slower loading OTR files HOT 2
- Remove the WindowBackend enum from Ship code.
- Do not require Context to use Fast3dWindow.
- Remove redundant `Ship::`
- Analyze vectors that we return as shared pointers, and make sure that we want to in that situation.
- Class headers should be included via the `"ship/"` or `"libultraship/"` directory.
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