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Fixed: accumulated time during pauses, caused terrible framerate
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parent
b7d657b9ab
commit
74df3c7e38
@ -423,14 +423,16 @@ int RWGame::run() {
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chrono::duration<float>(currentFrame - lastFrame).count();
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chrono::duration<float>(currentFrame - lastFrame).count();
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lastFrame = currentFrame;
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lastFrame = currentFrame;
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if (!world->isPaused()) {
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accumulatedTime += frameTime;
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// Clamp frameTime, so we won't freeze completely
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// Clamp frameTime, so we won't freeze completely
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if (frameTime > 0.1f) {
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if (frameTime > 0.1f) {
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frameTime = 0.1f;
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frameTime = 0.1f;
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}
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}
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accumulatedTime += frameTime;
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auto deltaTimeWithTimeScale =
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deltaTime * world->state->basic.timeScale;
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auto deltaTimeWithTimeScale = deltaTime * world->state->basic.timeScale;
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RW_PROFILE_BEGIN("Update");
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RW_PROFILE_BEGIN("Update");
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while (accumulatedTime >= deltaTime && !world->isPaused()) {
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while (accumulatedTime >= deltaTime && !world->isPaused()) {
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@ -456,6 +458,7 @@ int RWGame::run() {
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accumulatedTime -= deltaTime;
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accumulatedTime -= deltaTime;
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}
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}
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RW_PROFILE_END();
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RW_PROFILE_END();
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}
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RW_PROFILE_BEGIN("Render");
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RW_PROFILE_BEGIN("Render");
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RW_PROFILE_BEGIN("engine");
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RW_PROFILE_BEGIN("engine");
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