Christopher Whitley
Christopher Whitley
Closing issue, this was resolved in #972
@NickFall Can you check which version of the MGCB Editor is/was being used when you were on the 4.0.3? I ask becuase the current MonoGame setup guide for Visual Studio...
Assuming this was resolved from updating the tools. Going to close the issue. If still not resolve, please reopen @NickFall .
To give some feedback here, the particle system is being overhauled in a since. It looks like initially the port of Mercury Particle Engine that @dylanwilson80 did was also supported...
> Here is an example of the code that worked in version 3.8.0: > `var textureRegion = new TextureRegion2D(particleTexture);` > `var particleEffect = new ParticleEffect(autoTrigger: false);` As for this issue,...
Particle documentation has been updated with the new system and tool release. https://www.monogameextended.net/blog/version-5-1-1/
Hey @nes-girl, This is actually something we've been discussing in the discord the past couple of days. I believe we are leaning toward doing this, though it will be a...
Thanks for reaching out @dcronqvist. I've been caught up recently working on a contract, but would love to get together at some point and discuss this.
The issue is that the current calculation was taking the viewport offset into account regardless of the adapter type. This caused problems for `DefaultViewportAdapter` because for `DefaultViewportAdapter`, the viewport offset...
> I remember @KelsamGames saying DesktopGL can have up to 16 controllers: https://community.monogame.net/t/does-monogame-support-more-than-4-controllers/18575/3 https://muffed.kelsam.net/docs/game/engine/input/devices/#device-connection-limits This is because of the differences in DirectInput vs XInput. XInput API documentation states that the...