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InkPatternOverlay (by Looki, bestowed upon me by Alonso Martin, he is still using 2.0 to make Heart forth Alicia) Circle, made by a friend to look like the circular stamina bar from breath of the wild. Zoom. Which zooms in to show detail or focus on something.
Is the process for updating these to DX11 difficult?
switching to 11 also seems to change overall colors, not a deal breaker... but it introduces some stuttering (kind of a deal breaker), and strings don't appear?
DX9, setting it to 11 does in fact get rid of the glitching spots but it also gives me an error message about a bunch of other shaders that I use v_v . I'm not sure if I'll have other adverse effects by doing this.
Well I tried turning off v sync and I tried more buffers as mine was set to 2. I tried changing color mode in Nvidia as well but nothing has worked.
There is a work-around by scaling semi-alpha black objects over each background layer but it isn't perfect and would be unwieldy with more intricate backgrounds. It's unfortunate that upgrading my system has led to this but others have also experienced it, so I think it's something with the runtime ...
I just got a new graphics card and started noticing this: Please login to see this attachment.
At first I thought it was because of the photoshop effects and the light "hole", but then I turned off some events with the layer object changing the background RGB coefficient and the problem stopped. I tried putting a simple mask (black, semitransparent) on those layers in order to reproduce the darkening effect I had with the RGB coeff, but the bug came back.
Apparently my friend told me about this a few months ago but I thought it was just a problem with his setup or something. I've had several friends test out the build yesterday and it seems that anything newer than a GTX 1060 has this problem, although it manifests in slightly different ways. One person had more perfectly square artifacts, one had more of a stripe pattern.
Please login to see this attachment.
I thought gif's animated here. Am I doing it wrong?
Just ran into a super weird bug where I was starting a for each loop for a group, and um it would scope an object and then take its ID and put it somewhere else, basically it was for capturing a bug and having it show up in a bottle in a menu right but it wasn't working for one bug, ha. um. insect and the problem turned out to be that the bugged insect had a DISAPPEARING animation for some reason having a disappearing animation would cause the destroy command to trigger before the loop command, or something, and was basically negating the loop.
basically the undocumented code that goes along with the DISAPPEARING animation was causing me much grief Fusion 3 should REALLY have an option to turn all of the secret code off or at least have a guide to what it does or honestly an FAQ update for 2.5 would be awesome like when you press F1, ya know? If there is documentation for all this stuff somewhere please let me know
It does, but I notice the lag even on a frame with less than 100 objects (current largest frame has over 4500). I'm using a decent amount of shaders, small image sizes though, over 5000 events although many are comments.
I have a large project and I was using build 289.3 up until recently but I've noticed something that is going to severely impact when I have to tile large levels..
Please login to see this attachment. This is 289.3. I can move things around with ease..
Please login to see this attachment. This is 292.3 (+)
Or is this something I can turn off in preferences?