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Weird editor window behavior in Gnome Wayland with "prefer wayland" and editor scale different than 100% #93788
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Also, I just noticed that I'm using a 3rd party add-on which adds a new tab/workspace next to the 2D/3D/Script/Assetlib button row and it doesn't display correctly as well... (I'm checking with that add-on developer too, though). EDIT: Like with the other issues, forcing the editor's display scale to 100% fixes the add-on icon too! |
Testing a little bit more... changing the "custom display scale" editor interface setting does literally nothing, but changing the "display scale" editor interface setting to 100% (instead of "auto") restores correct window behavior. Unfortunately, text is now too small for me to be able to read. 😅 |
Thank you for testing!
Umh, interesting, thank you for the details! I'll update the issue title to clarify this if you don't mind and add this to the Wayland tracker. I'll take a look soon! |
I think I have an idea for the size thing. Could you please attach (as a file, thing's big) a verbose log with here's a sample command:
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I must admit I'm a bit unfamiliar with Linux and all my paths have spaces in them, but I think I managed finally. Please let me know if this worked. |
Hmm... I'm switching back and forth to test things, and managed to get a very similar behavior now with the setting disabled... also, Godot now thinks that Auto is 100% even though it should be 175%... Was it me who set the editor to 175% at one point and forgot about it and the auto setting isn't, in fact, hooked up to the Linux setting as I thought? |
I looked at the debug log and I couldn't notice anything off. The only thing that looks ever-so-slightly-off is that the client-side decorations, handled by libdecor, use regular integer scaling which, paired with fractional scaling, might confuse the compositor.
It is, with some buts. Due to an engine limitation, auto scale is picked only at startup. Also, fractional scales are only selected if you have a single screen, otherwise it picks up its integer counterpart, rounded up (eg. 125% becomes 200%). Again, this is mostly due to limitations here and here which will eventually be fixed, either due to the engine or the API that the backend must expose. Edit: shoot I pressed enter too early. This will do for now, I'll update you if I find more :) |
Not sure if my latest system update or rc3 fixed this, but it appears fixed? 🥳 Godot v4.3.rc2 - Nobara Linux 40 (GNOME Edition) - Wayland - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU - 11th Gen Intel(R) Core(TM) i7-11370H @ 3.30GHz (8 Threads) |
Maybe it would make sense to automatically enable “Prefer Wayland” when Wayland can be detected. I had been working with blurry editor fonts for weeks, tweaking the scaling and trying different font sizes, until I finally discovered this setting by reading through this issue. EDIT: Oh, I see. It's still a bit broken. It seems to be fine if I manually change the scaling to 125% from 150% (auto). |
Tested versions
4.3 beta 2
System information
Godot v4.3.beta2 - Nobara Linux 40 (GNOME Edition) - Wayland - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU - 11th Gen Intel(R) Core(TM) i7-11370H @ 3.30GHz (8 Threads)
Some more system details:
Host: Surface Laptop Studio (124I:000)
Kernel: Linux 6.8.12-200.fsync.fc40.x4
Display (LQ144P1JX01): 2400x1600 @ 12]
DE: GNOME 46.2
WM: Mutter (Wayland)
Issue description
With "prefer wayland" the editor window:
Maybe @Riteo knows what's going on?
Steps to reproduce
Just learned about the "prefer wayland" setting and tried it...
I do have 175% display scaling, and the Godot project launcher sees this.
Minimal reproduction project (MRP)
No need, just create an empty project, enable the setting (even if it already appears enabled) and restart the editor.
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