![]() ![]() Zoom on code editors applied to "Edit animations too.įixed "Run in engine" when. The more noticeable changes, besides many bug fixes and improvements, are the Variable usage log/list coming back on M.U.G.E.N module, and the new way it writes to files, being the last one an awesome new feature, improving security, preventing data loss by a program failure (crash) while saving, power loss or whatever reason a file write operation gets interrupted, by using temporary storage instead of direct write. As suggested before, now it uses the proper directory on current user private folder, so even if you need to reinstall it, all settings are preserved. New features like extensions and engine modules will be deployed this way too.Īnother great change is the way Fighter Factory Studio stores user settings. So I decided to use Qt Installer Framework, which allow us to make an installer, perform updates and let the user customize installation, like choosing which components to install instead of them all like before. This release was delayed many times because we decided to deploy Fighter Factory Studio as an installer like previous versions, and at same time switching to a stable package management system to perform updates too. This version introduces more features, a lot of major bug fixes and improvements. But forcing software rasterizer is highly recommended still, in this case.Īfter several months of delay, I'm releasing version 3.5.4 to the public. I'm in the process of enabling OpenGL ES2 support, which uses DirectX on Windows. Auto update is a good thing to have.ĮDIT2: About performance, again, will be interesting if people suffering from lags, artifacts. * About an installer, it is designed to be portable. * No problem here with fill color, tooltip background or anything like this, on Windows, Linux and macOS, tested on all presets. ![]() Qt 5 is required for macOS and Linux versions too, because Qt4 distributions are a bit rare to find out nowadays to resolve dependencies. On my PC, again, it loads a char many times faster than FF3, and it does more things while loading than previous versions. It uses all available CPU cores to speed-up loading, decoding, conversions. On my PC Studio is very fast, no lags, I can scroll from first sprite to the last as fast as I can. Renaming opengl32sw.dll to opengl32.dll forces software rasterizes that can be better on low-end PCs without proper hardware acceleration. This version is totally based on OpenGL, is a lot faster on newer PCs but may be slower on older ones. ![]()
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