Emmanouil Papadeas
Emmanouil Papadeas
As a workaround to this issue, I added an extra step before the rest of the steps for Windows builds in the workflow file, that downloads and sets up WINE...
In this case, the generated result is correct, since the right-most rectangle should be rendered on top of the other, due to them being in different layers. The preview currently...
I suspect this happens because of memory usage that keeps increasing. I identified an issue where all of the project data will be kept in memory even after the user...
Further improvements have been made to memory management in 48326900d9d9f0b32fd435e56fd5a39bbf13fa36, which will be included in version 0.9.2. There should be no memory leak coming from leftover nodes now. Still, I'm...
Unfortunately I don't have a 120 or 144Hz monitor to test it, but in 8daacbac5e43daf4ec2b32583c006aadab8fe5bc I added an option that lets the user set a limit for the application's FPS....
I suppose we need to wait for the issue to get fixed in Godot. In the meantime, I have added an option in the Preferences under the Cursor tab that...
Thank you for reporting the bug. Please include the information that are asked when you create the bug report (Operating System and Pixelorama version) If you're using Windows, it is...
So the cause of this might be that `update()` (which is used to update the `_draw()` method in CanvasItem objects) is called in `_process()`? I could try and optimize this...
I enabled it in c840bed941cfb73beb16a6568abfd5abdf17be55. I think I notice less CPU usage now, but the difference is not very big. Might make a bigger difference on low-end software though.
Hmm I see... I'll try optimizing how often `_draw()` methods are being called then, at some point.