I actually personally did the research and pioneered the work around solution that people were using until K4thos implemented the permanent solution into the engine itself. As well as maybe a software render fallback option? In fact, I have already tested and can tell you as a matter of fact that the issue has been resolved if you compile the repo version from source.įrom my understanding, it was merely as issue as addressing Open GL, GLSL Font rendering. I am very glad to announce to you that after talking with K4thos, one of the key programmers of the engine, and doing some testing for him that this should no longer be a problem come the next stable release of the engine. Nothing prevents anyone from bringing it up or asking for help already, and I seriously doubt it's going to have anything close to Mugen's name recognition for a very long time. On Ikemen, if it starts to take over, I'll be glad to add an area for it, but right now I just don't see any reason. Would probably handle ~75% of the scenarios for particle effects, and prevent the issue you talked about where there's either no control, or way too much for simple things. Turn it on, and the spawned entity binds to parent entity until it expires. I bring all that up because you just gave me an idea of something to add to it - an autobind flag with X, Y, and Z.
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