jumpy
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Tactical 2D shooter in fishy pixels style. Made with Rust-lang 🦀 and Bevy 🪶
Hi, I using my screen at 150% scaling. And game looks like :  When I set the scaling 100%, everything works flawlessly! 
Some features are missing after the merge: - In-game menus (both Macroquad and Internal) - Main menu (Internal only) - Particles (Internal only) Main menu has been reimplemented as a...
There is an issue when enabling egui (egui_glow) with the new OpenGL backend, where white artifacts appear around the player sprites. It also makes all the glyphs rendered with glyph...
The editor will render swords in their upright position, and offset from how they will actually spawn. 
This is probably not going to be an issue with the renderer rework, but if we want to do a release before the renderer rework is done, then it could...
There needs to be a way to tell which players have confirmed their character selection. It's easy to get stuck on the character select screen without knowing how to proceed....
I have to double-check the code to make sure, but I believe that fish currently spawn at the top left corner of the spawn point sprite in the editor, when...
We have [forked](https://github.com/olefasting/macroquad_particles) macroquad_particles to add serde support, which opens up to adding features that are not likely to be addressed upstream in the near future, like texture support.
@PixelFrog123 clearly demonstrates such a system in one of his asset packs:  We wanna have a system just like this. If an explosive comes close to a character, it...