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I believe our OpenGL implementation doesn't support borderless windows however. Sorry.
Borderless windows in the game just removes window decoration. The engine is 12 years old and built with 16 year old technologies, it predates borderless windows systems modern games use today. That being said, it shouldn't be interfering with your PiP, because it's just running as windowed mode with no decoration. But I can't keep up with changes in Windows. It works fine for me in Win7 and Windows XP64.
Anyway, there is a feature bounty in our development as a service crowdfunding effort launching in a month or two that would allow me to get DX11 or OpenGL3+ implemented in the game. Both of those will fix the issues with alt-tabbing, and I can look into issues with borderless windows with those tickets. (Either implementing it in OpenGL or seeing if I can get it out of exclusive mode with DX11.)
In the meantime, it seems like your drivers are slow to reload the UI textures after DX9 dumps the gpu memory. So I recommend the OpenGL2 renderer if you're going to be minimizing the window often.
Interesting, it doesn't override that in the game? I will have to take a look then. When you click borderless, it should automatically toggle fullscreen off (and if you enabled fullscreen on, it should turn borderless off.)
Are you changing the settings in the external tools or in-game?
Game engine wise, if full screen is set to true in the XML settings file, the game will be in full screen. So that will make sense.
Thanks.
ingame it don't auto toggle if one of them is changed.
with tool you can have both activated (retangle= multi, radial= single choice ).