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Daniel Peñalba

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Everything posted by Daniel Peñalba

  1. Hi @FpffUVROGDdATCp, thank you for your feedback. We rely on .NET core current culture to display dates and time. But just to be sure, could you please create a donet console application and execute this? Console.WriteLine(DateTime.Now.ToString());
  2. @yonggyun, You need to set the language to "force_en". You can find more defaults here!
  3. @crossmr, You need to set the language to "force_en". This is something that we will change in the short term, allowing to change the language from the UI, but in the meantime, please try that option and let us know if worked for you.
  4. Hi @crossmr, thank you for the report. I think someone already reported it here. Some questions: Which Plastic SCM tool are you using (standard Plastic SCM, PlasticX, Gluon...). Which version are you trying. What is your OS? We'll try to take a look asap.
  5. @JaduBen, I think that the preview configuration is not correct. You should setup a script, let's call, for example, "blender_preview.bat", that: receives two arguments: the input file and the output file. it executes python and pass the python script those parameters. Then, you should setup the preview something like this:
  6. @yonggyun, thank you for the report. As you already may noticed, unicode chars are not fully supported yet. As you can see there are some issues rendering them in Avalonia (just for textboxes, the textblocks work fine). So in short, there is no support for double byte languages yet, but it should come soon. Avalonia is on it's way of supporting IME and rendering, but it's not ready yet. In the meantime we will review the client.conf issue just you to be able to use it in english. Just to clarify the issue: what you're reporting is that you're trying to setup EN language, but it is always reverted to KO. Is that right? (I'm assuming that KO is your OS language). And could you also clarify this one? What do you mean by "the lower right corner"? Thanks!
  7. We're on the right way! Avalonia guys already implemented ClearType support in windows: https://github.com/AvaloniaUI/Avalonia/pull/7336 That means it will available for PlasticX once Avalonia create a new version with those changes, and we update the Avalonia framework version.
  8. I think we just need to explicitly display the scrollbars on the right editor.
  9. @Xarbrough, we're currently working on it: https://github.com/AvaloniaUI/AvaloniaEdit/pull/172/
  10. We're trying to bring the ClearType (subpixel) font drawing to PlasticX. Regarding the font chosen, we use Inter font, that is a pretty standard font in new UI designs. The choice of the font is to follow the Unity App Framework font guidelines, and to maintain a consistent visual style between the supported platforms (macOS, Linux and Windows). Believe me that the font is much more readable on mac than on windows (in macOS the subpixel drawing is correctly done). Once we fix subpixel drawing in windows it will look much better. In any case, we may setup some options to allow to change customize the font just in case users feel more comfortable using the system font.
  11. @Xarbrough thanks for your feedback. Yes, you're right this is annoying for certain files such as big SVGs, or minified javascript also. We're working on it. We detected that AvaloniaEdit (which is the TextEditor we use to display text differences) doen't suppport lines longer than 10.000 characters per line. We're going to fix it in two ways: Firstly, better handling that error in PlasticX. Secondly, we will to avoid that restriction in AvaloniaEdit. We will try to skip long lines for tokenization, and probably trim long lines for visualization (something similar Visual Studio Code does).
  12. @mdel Thank you for your feedback. Left font (Chrome) it's "Segoe UI" and right font (Plasticx) is "Inter". The rendering of each font is different (Chrome uses ClearType antialiasing), so it makes sense there is a difference. So thank you for the report. We are going to: 1) Make the text darker to improve readability. 2) Try to enable ClearType font rendering in our app.
  13. Yes, it seems it's a macOS specific behavior. We could add that behavior for non-macOS platforms.
  14. @Xarbrough I'm also checking with my teammates, and it seems to work only for me 😕 In fact it works for any application in my macOS. I'm guessing this is an standard behavior in macOS, and as my Windows machine is a Parallels VM running under macOS, y guess that the mouse driver is getting that events from the macOS virtual driver, and this is the reason it works in windows. But let me confirm that.
  15. It's also working for me in a Windows 10 machine... so I'm wondering if it's a machine-specific configuration. Let me dig a little bit more into it and I'll come with more info.
  16. Are you using macOS right? Which macOS version are you trying? Just you to know, for me it's working ok in macOS Monterey, using a Dell keyboard, an standard Logitech mouse, by pressing the left "Shift" key, and using the mouse wheel. Please let me know because I would like to understand why it's not working for you.
  17. Yes of course we can polish the inertial implementation when dragging the canvas. Now it's very basic. And yeah, I think it works much better with the apple trackpad. Additionally, the next Avalonia renderer planned for Q1/Q2 2022 should improve the smoothness thanks to a better draw performance.
  18. @Xarbrough @tomfulghum, thank you again for your valuable feedback. Unfortunately implementing this implies not being compatible with touchpads. The framework we're using is not able differentiate scrolling with the mouse wheel or a touchpad device. So, inverting the the scroll direction for the mouse wheel implies inverting the scroll directory for the touchpad, which would be really weird. This is the main reason we didn't implement it yet. Fortunately, you can horizontal scroll the graph using Shift key + mouse wheel. Additionally, we implemented a super smooth panning using the mouse. You can swipe (click and drag the canvas) left and right, and it will smooth scroll horizontally. Try it and let me know your impressions.
  19. Hi @Mikael Kalms @Xarbrough thank you for your feedback. The old Windows GUI used the native Segoe UI. Segoe UI is optimized for ClearType, which is on by default in Windows. This is why you may find the font somewhat more readable in the old GUI. New GUI uses Inter font, that is a pretty standard font in new UI designs. The choice of the font is to follow the Unity App Framework font guidelines, and to maintain a consistent visual style between the supported platforms (macOS, Linux and Windows). We use that font in the three platforms. @Xarbrough you're right. Fonts are tough. Depending on the DPI resolution, the monitor, and the contrast you're using, sometimes fonts are more (or less) readable. We rely an Avalonia framework, that uses Skia font rendering (the same 2D drawing engine that uses Chrome) so I'm afraid there is little we can do in this matter. That said, maybe we can improve readability in the light theme by giving a little more contrast to the text with respect to the background. I'll do that for future releases.
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