fixed button drawing bug affecting map selection list

This commit is contained in:
Eric 2023-06-13 11:55:54 -07:00
parent f4950196c9
commit b93a53289a
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GPG Key ID: 89C93F0F8D6D5A98
6 changed files with 40 additions and 38 deletions

56
.efrocachemap generated
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@ -4072,26 +4072,26 @@
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@ -1,4 +1,4 @@
### 1.7.20 (build 21095, api 8, 2023-06-13)
### 1.7.20 (build 21096, api 8, 2023-06-13)
- This seems like a good time for a `refactoring` release in anticipation of
changes coming in 1.8. Basically this means that a lot of things will be
@ -317,6 +317,8 @@
Android would not show correctly under the player.
- (build 21084) Plugin UI now has a categories dropdown for showing only enabled
or disabled plugins (Thanks vishal332008!)
- (build 21095) Fixed an issue where certain buttons such as map selection
buttons would not draw correctly.
### 1.7.19 (build 20997, api 7, 2023-01-19)

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@ -28,7 +28,7 @@ if TYPE_CHECKING:
# Build number and version of the ballistica binary we expect to be
# using.
TARGET_BALLISTICA_BUILD = 21095
TARGET_BALLISTICA_BUILD = 21096
TARGET_BALLISTICA_VERSION = '1.7.20'
_g_env_config: EnvConfig | None = None

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@ -39,7 +39,7 @@ auto main(int argc, char** argv) -> int {
namespace ballistica {
// These are set automatically via script; don't modify them here.
const int kEngineBuildNumber = 21095;
const int kEngineBuildNumber = 21096;
const char* kEngineVersion = "1.7.20";
auto MonolithicMain(const core::CoreConfig& core_config) -> int {

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@ -320,8 +320,7 @@ static auto PyButtonWidget(PyObject* self, PyObject* args, PyObject* keywds)
b->set_show_buffer_top(Python::GetPyFloat(show_buffer_top_obj));
}
if (mesh_opaque_obj != Py_None) {
b->SetMeshTransparent(
&PythonClassUIMesh::FromPyObj(mesh_opaque_obj).mesh());
b->SetMeshOpaque(&PythonClassUIMesh::FromPyObj(mesh_opaque_obj).mesh());
}
if (on_select_call_obj != Py_None) {
b->SetOnSelectCall(on_select_call_obj);

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@ -92,11 +92,12 @@ def acquire_binary(assets: bool, purpose: str) -> str:
BA_APP_RUN_ENABLE_BUILDS=1 to enable that.
When local builds are enabled, we use the same gui build targets as
the 'make cmake' command. This works well if you are iterating using
that build target anyway, minimizing redundant rebuilds. You may,
however, prefer to assemble headless builds for various reasons
including faster build times and fewer dependencies. To do so, set
environment variable BA_APP_RUN_BUILD_HEADLESS=1.
the 'make cmake-build' command. This works well if you are iterating
using that build target anyway, minimizing redundant rebuilds. You
may, however, prefer to instead assemble headless builds for various
reasons including faster build times and fewer dependencies
(equivalent to 'make cmake-server-build'). To do so, set environment
variable BA_APP_RUN_BUILD_HEADLESS=1.
"""
binary_build_command: list[str]