The cause of the intrusion has been found and isolated. This project exists because Continue reading Server incident resolved Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love to our users. If you’d like to learn more about upcoming releases, please consult our roadmap here. This mod does the following: Reduce/eliminate texture LOD (Level of Detail) Increase draw distances, less pop-in of mappieces and objects Draw some mappieces that were inside the level files but never rendered ingame This mod takes Continue reading RetroArch 1.16.0 release It did not take any development resources away. Continue reading Dark Souls 2: Scholar of the First Sin – InfiniDetail mod It does not seek to alterthe game’s look, it does not add additional lighting, it does not remove spot lights orremove baked shadows. This mod does the following: This mod takes a conservative and disciplined approach. However, Wikipedia says iOS 5, and I’ve no reason to disbelieve it.This was a fun research sideproject. ARC was added to the system so far back that I can’t honestly remember when it happened. Quinn “The Eskimo!” Developer Technical Support Apple I recommend that you escalate this via its support channel. Presumably your app’s deployment target is not lower than what Xcode supports, so the question becomes: Why is your project trying to link libarclite_iphoneos.a, something it most definitely does not need? I don’t have a ready answer to that but it’s likely to be related to your third-party build system. Indeed, that’s always the case with Xcode 14, where it’s minimum supported deployment target is iOS 11. That’s because the app’s deployment target is modern enough that it can rely on ARC being built in to the system. If you build a standard iOS app created from New > Project > iOS > App template and then looking at the build transcript, there are no references to libarclite_iphoneos.a.
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