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authorMrTheShy <49885496+MrTheShy@users.noreply.github.com>2026-03-09 04:16:58 +0100
committerGitHub <noreply@github.com>2026-03-08 22:16:58 -0500
commite2adaa082c219c4c5f2025ae4898d3711000cab9 (patch)
treeeab47ca9db8d338811333bde4fbe04815adc38d7 /Minecraft.World/BaseAttributeMap.cpp
parent42164eeb897bd5a8a409aa7fa8539ab1f2a77b45 (diff)
Fix split-screen UI wrong positioning on window resize (#989)
* Fix split-screen UI wrong positioning on window resize In vertical split at window heights below 1080, ComputeTileScale's min-scale clamp (>= 1.0) prevented the SWF from scaling down to fit, cropping the bottom and causing repositionHud to shift HUD elements downward. Chat and Tooltips additionally applied an offset from ComputeSplitContentOffset that only produced correct values at the 1920x1080 design resolution. Override the scale for vertical split so the SWF fits the full window height when it is shorter than the movie. Remove the broken content offset from Chat and Tooltips -- the tile crop already positions the content correctly. * Fix gamma post-process in split-screen The gamma shader sampled the full backbuffer texture (UV 0..1) into each player's viewport, stretching the entire screen into every split region. Extended the shader constant buffer with per-viewport UV offset and scale so each pass samples only its own portion of the backbuffer. ComputeViewportForPlayer was hardcoded to top/bottom for 2 players, ignoring the vertical split setting. Rewrote it to read each player's m_iScreenSection directly, which already accounts for the split orientation preference. Secondary players have no Graphics menu and cannot change gamma. CachePlayerGammas now reads the primary player's setting and applies it uniformly to all viewports.
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