Erik
Erik
Hello! Just asking about if there's any progress of deciding this feature. When I started using Fluent lately this is a feature I dearly started to miss. I have a...
I just ran in this problem as well and only could fix it thus far by manually editing the generated file in the node_modules directory - which is obviously a...
Hello, I have a use-case where my application dynamically adds and also removes entire functionalities from my app while it runs. A "removeLogics" function is also what I am missing...
I also removed this field in FLSR as it has apparently no reason to exist. Especially NY, Colorado and California are littered with apparently "early" stuff they tested around with...
Generally effects and particle systems are one of the most expensive things a game has, next to shadow calculations (which FL does not have). So it makes perfect sense to...
Might be solved (partially) by https://github.com/Freelancer-Sirius-Revival/FLSR/issues/404
An additional thing to keep in mind: Such fixes may even go further for anything more wide-stretched than 16:9. On my 24:10 it does make sometimes cut off the entire...
Thoughts on this: I think it is very context specific which (max) LOD ranges should be used/available. Astroid bases/depots that are usually hidden within fields/nebulas should have a very low...
I had fixed that same thing up in FLSR and can tell that 800 wide and 1200 high TLRs are the magic match that also causes no more asteroids jumping...
As I said before, the size of 800,1200 is very much well suited for all of the TLRs without looking odd with asteroids intersecting anymore. Any bigger size is unnecessary....