# HG changeset patch # User Tess Snider # Date 2015-10-14 07:45:06 # Node ID 9f59989df5dc9b7ee1fbc8c098b3c1eb91472499 # Parent 5fb51bb51d8cc61877f3f726f710cad5f8eba16a # Parent 4942166c61842c89cb2b6dd52a3b02ca085bdf4b Merge diff --git a/README.md b/README.md --- a/README.md +++ b/README.md @@ -8,7 +8,7 @@ ingredient reactions in [A Tale in the D * Easily scans your screen for the paint bench reaction values, without any math, measuring, or manual number entry. * Warns you when a reaction clipped below 0. * Supports multiple character profiles. -* Can export to [PracticalPaint](http://www.atitd.org/wiki/tale6/File:PracticalPaint.zip) data format. +* Can export to [PracticalPaint](http://www.atitd.org/wiki/tale7/File:PracticalPaint.Zip) data format. * Includes simulator for experimenting with recipes without spending ingredients. ## Tale 7 @@ -55,6 +55,10 @@ When you're done testing your reactions, If you are running on a multi-screen system, or a very high-resolution screen, you may find that Desert Paint Lab is rather slow in determining paint reactions. That's because you have a lot of screen real-estate to scan, to look for the Pigment Lab dialog. You can speed up the scanning process by ensuring that your Pigment Lab Dialog is as far to the upper-left of the screen as possible. +### Retina / High-Density Screens + +High DPI screens may be displaying the game at something other than a 1:1 game-pixel to screen-pixel ratio. These screens didn't exist, back when Desert Paint Lab was created. A fix for this will be coming, soon. + ## For Developers This application was developed using [MonoDevelop](http://www.monodevelop.com/), using the [Stetic GTK UI designer](http://www.monodevelop.com/documentation/stetic-gui-designer/). \ No newline at end of file