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Don't call ScreenHandler::onScreenResize() when the window has been (un)maximized to avoid creating a huge texture and crashing
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@@ -317,7 +317,7 @@ void GeneralOptionsTab::setGameResolution(int index)
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widget<CLabel>("resolutionLabel")->setText(resolutionToLabelString(resolution.x, resolution.y));
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GH.dispatchMainThread([](){
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GH.onScreenResize();
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GH.onScreenResize(true);
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});
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}
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@@ -341,7 +341,7 @@ void GeneralOptionsTab::setFullscreenMode(bool on, bool exclusive)
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updateResolutionSelector();
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GH.dispatchMainThread([](){
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GH.onScreenResize();
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GH.onScreenResize(true);
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});
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}
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@@ -400,7 +400,7 @@ void GeneralOptionsTab::setGameScaling(int index)
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widget<CLabel>("scalingLabel")->setText(scalingToLabelString(scaling));
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GH.dispatchMainThread([](){
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GH.onScreenResize();
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GH.onScreenResize(true);
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});
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}
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