- On Windows, Godot now goes fullscreen without video mode change.
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@ -982,8 +982,11 @@ void OS_Windows::initialize(const VideoMode& p_desired,int p_video_driver,int p_
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DEVMODE current;
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DEVMODE current;
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memset(¤t,0,sizeof(current));
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memset(¤t,0,sizeof(current));
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EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, ¤t);
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EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, ¤t);
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WindowRect.right = current.dmPelsWidth;
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WindowRect.bottom = current.dmPelsHeight;
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DEVMODE dmScreenSettings;
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/* DEVMODE dmScreenSettings;
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memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
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memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
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dmScreenSettings.dmSize=sizeof(dmScreenSettings);
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dmScreenSettings.dmSize=sizeof(dmScreenSettings);
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dmScreenSettings.dmPelsWidth = video_mode.width;
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dmScreenSettings.dmPelsWidth = video_mode.width;
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@ -995,7 +998,7 @@ void OS_Windows::initialize(const VideoMode& p_desired,int p_video_driver,int p_
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if (err!=DISP_CHANGE_SUCCESSFUL) {
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if (err!=DISP_CHANGE_SUCCESSFUL) {
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video_mode.fullscreen=false;
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video_mode.fullscreen=false;
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}
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}*/
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}
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}
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DWORD dwExStyle;
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DWORD dwExStyle;
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