Comments (6)
constraining frame rate gives bad results
from hypersomnia.
we may consider closing this issue as blinking are acceptable
from hypersomnia.
we could try making "simulations" in entity systems that group systems of the same timestep accumulators together and process_entities will take int steps as parameter
from hypersomnia.
THIS DISAPPEARS WHEN IN RELEASE MODE! UNBELIEVEABLE!
from hypersomnia.
blinks still occur if game slows down
from hypersomnia.
solved by invoking movement system every substep
from hypersomnia.
Related Issues (20)
- PROBLEM - CONTACT VIA EMAIL
- Non-graceful server connection error HOT 1
- (To be outsourced) Use Opus Voice and OpenAL Soft to implement team voice chat HOT 1
- Question regarding "assemblage buckets" idea back in 2013 HOT 2
- Licensing of assets seem unclear HOT 4
- Mouse Input Offset in Menu - MacOS HOT 4
- Game Crashes on Startup with various issues - suggestion to create readme HOT 4
- "emojitest.txt" fails on Windows HOT 1
- ninja: build stopped: subcommand failed. HOT 2
- Error while loading shared libraries: libunwind.so.1 HOT 4
- attention HOT 1
- Is there a Russian language HOT 3
- ibssl.so.1.1: cannot open shared object file: No such file or directory HOT 3
- Is there a randomization of maps and modes on a dedicated server HOT 3
- Offer for the game HOT 4
- Add graphical title into the press kit HOT 4
- Server names are missing HOT 3
- If the server is started via Systemd, then it will not start when rebooting via RCON. HOT 10
- [Linux] Some bugs HOT 13
- Can't press stuff on settings HOT 3
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