Set HiDPI=false in Godot project settings#939
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I picked up a second hand 2022 MacBook Air the other day. The laptop boasts a high-DPI "Liquid Retina" display: "13.6-inch (diagonal) LED-backlit display with IPS technology; 2560x1664 native resolution at 224 pixels per inch"
OpenCiv3's Godot project settings for displays default to high-DPI being enabled, which when debugging in Godot (via Rider) results in a tiny game window, as the pixels render in true size. Setting high-DPI off gives a more useful game window, as Godot will scale things up in a reasonable way. (There are additional scaling settings to tweak, but just this one change is a big help.)
I suspect this fixes #876 and possibly #868 as well, though confirming this would require a release build or more testing with different hardware. My guess is that this flag will determine the
NSHighResolutionCapableflag on Mac builds -- see workaround #876 (comment) -- but to confirm I'll first have to figure out how Mac builds work.Before
Compare Rider's menu text and OpenCiv3 status box text sizes.

After