Kerbiter
Kerbiter
@glennawatson I have seen that, and I asked with that in mind. There were no news on that new project in this issue which you said you will leave open...
Thanks much for the response (and for the project(s) in general) and good luck with IRL stuff :)
What's the state of this? I assume we still can't do OpenGL rendering the similar way like written in Qt docs? https://doc.qt.io/qt-6/qtquick-scenegraph-openglunderqml-example.html
I am currently experiencing the same issue, any solutions?
Actually it depends, it's better to have medium-size PRs I would say, because dealing with a lot of separate PRs is a headache on it's own. Both one gigantic PR...
As pointed out by @Starkku on Discord, the RoF fluctuation is actually vanilla behavior, it fluctuates by 1-2 frames by design, so you're right it changes a bit.
It's OK, we don't know yet so may keep it as is for now.

TODO based on today's testing - fix improper handling of TunnelLoco, it currently occupies tunnelling sequence start cell and crashes the game when the unit is destroyed - physical position...
selectables are fixed new TODO: for some reason getting a crash when releasing a locomotor in Approach_Target (attack mission)