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If I hold my hand out in SteamVR home, my hand tracking based controllers jitter noticeably. Is there any way of smoothing out the tracking? This occurs even without any kind of additional controller …
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I fixed it with:
```
cp ./Fmapplication/res/drawable-hdpi/fm_autosearch_plus_enable_white.png ./Fmapplication/res/drawable-mdpi/
cp ./Fmapplication/res/drawable-hdpi/fm_autosearch_reduce_enable_wh…
M66B updated
11 years ago
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Hi,
thanks for your library, it's great.
I just have 1 probleme, the transition from the last frame to the first frame, create a blink effect.
For the moment I reduce the number of blink effect with…
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Add function that combines multiple meshes within a single `Drawable` into one big mesh, to reduce the number of total draw calls:
```elm
Drawable.pack : Drawable -> Drawable
```
Alternate nam…
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We wanted to reduce the size of the Selected day background circle.
We used a custom drawable to put as the selection drawable in a new Decorator.
We have a custom tile height, which makes the day v…
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It could be useful to have a function to flip a sprite, horizontally or vertically, which would affect all its animations. This could help to reduce the size of files for some sprite sets. The syntax …
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Can you add possibility to do this? Currently, even with ci_margin is equals to 0dp, there are some distance between dots.
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Using the same images from the sample created with Xamarin.Forms or .NET MAUI (where the images are working correctly), get a crash:
`'Canvas: trying to draw too large(181500000bytes) bitmap.'`
…
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**Is your feature request related to a problem? Please describe.**
Currently we have only a single graph implementation which is list based.
The main problem, besides high lookup times, is that we…
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Right now engine gathers drawing lists on each render pass.
See: [prepare_room_sprites](https://github.com/adventuregamestudio/ags/blob/release-3.5.0/Engine/ac/draw.cpp#L1999), [add_to_sprite_list](h…
ghost updated
7 months ago