New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Use real (milli)seconds for intervalled notifications #19295
Conversation
Can we please also update This might also be a good opportunity to also add an interval to |
Generally I agree we should do that, but I'd like to leave that for a follow-up (or at least a separate PR, since it doesn't really depend on this one). |
Yup, makes sense. Please do fix the other two here though! |
961157c
to
28c81f3
Compare
Done. Also found another place ( |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
A few small and easily fixable issues. My testcase was to start a game, quickly use /all
and /lowpower
, and then place a tech center before the 10s power advice interval has elapsed.
28c81f3
to
027320c
Compare
Updated. |
027320c
to
253cea4
Compare
253cea4
to
ba49df0
Compare
Needs rebase. |
Allows for more fine-grained control, while adding independence from gamespeed and getting rid of magic * 25 multiplications.
ba49df0
to
e480506
Compare
Rebased. |
This was missed in OpenRA#19295
This was missed in OpenRA#19295
This was missed in OpenRA#19295
Instead of using fake (aka gamespeed/tick-based) seconds.
First commit is identical to #19265, but whichever PR gets merged second will need a rebase anyway due to their update rules.