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Daniel Peñalba

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Posts posted by Daniel Peñalba

  1. @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.
     
    Quote

     

    [Public] 9.0.16.5284 - 2021/03/25

    [New]
    All platforms - Plastic, Gluon: automatically change display language on East Asian systems

    You might have seen in an earlier release that to take advantage of newly supported languages Chinese Simplified, Chinese Traditional, Japanese and Korean, you can set the language in your client.conf.

    Furthermore, so that users unaware of this can also enjoy the new languages, we will now automatically set the display language to match the system language if the system language is one of the above and the language in the client.conf is "en" or "zh" or not set.

    NOTE: if your system is set to an East Asian language, but you want to force Plastic to appear in English, simply set "force_en" as the language in client.conf, like this:
     <Language>force_en</Language>

     

     

     
  2. @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:

    image.thumb.png.bd15f7fc654834db25cb37edcf46be9f.png

     

  3. @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?

    Quote

    It's not an encoding issue. If you copy and paste the "Properties" section in the lower right corner, it will be printed normally.

    What do you mean by "the lower right corner"?

    Thanks!

  4. 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.

    • Like 1
  5. @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).
    • Like 1
  6. @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.

  7. 4 minutes ago, Xarbrough said:

    I'm using Windows 10 (tested on two different PCs). PlasticX build 10.0.16.6307. When I zoom into the branch explorer until both scrollbars show, I can scroll up down with the mouse scroll wheel. If I hold left shift (or right shift) and use the scroll wheel at the same time, it still only scrolls up down, but not left right as expected. I tried other modifier keys like CTRL, but that triggers zoom and ALT does nothing.

    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.

  8. Quote

    Thanks for letting us know! I understand that touchpad support might be relevant to the user base and I would be ok with using the shift key. However, using shift and mouse wheel doesn't seem to work.

    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.

  9. 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.

    • Like 1
  10. Quote

    In Branch Explorer please re-implement the scroll direction to match the branch layout. Previously, when the branch layout was horizontal, using the mouse scroll wheel would scroll horizontally and when branch layout was vertical it would scroll vertically. In PlasticX it always scrolls vertically, but it makes total sense to align the scroll direction with the time axis of the graph.

    @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.

    • Like 1
  11. 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.

    • Like 1
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