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A bit more on the FPS CAP bug, I use the time between each frame as a multiplier in the player's movement to keep it framerate independent, but speaking with other developers it seems that this value is not reliable. In theory this should be foolproof but obviously it has proven to not be. I'll be looking for alternative solutions for a future update, I do realize many players feel higher FPS CAPS are very important.
Thats great, thank you!