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Perhaps a bit late.

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Mord

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For version 0.016. While writing the code I've been thinking about how it would react in flicker conditions. And it's quite likely I'll need to make some extra modifications to the Object Manager to give object preference at times. In other words, some objects, particularly room-loaded objects, may be negatively affected by flickering. So for those objects, it would be best to not let them flicker at all, at the cost of the other objects flickering a little worse. (or perhaps a lot worse, but it's not going to be possible to grab hundreds of objects and toss them in the same room in Action RPG ;) so it shouldn't be TOO bad for these special conditions.)

 

Been pondering the situation over the week while I dabble with the other code. The modifications that this'll need, along with the otherwise busy week at work, is probably going to prevent a Saturday release as hoped. But maybe I'll surprise myself.

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