-
Notifications
You must be signed in to change notification settings - Fork 117
bugfix(fps): Fix crashes and ww3d updates in tools #1688
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
Conversation
85c5a94 to
7a2bac8
Compare
|
This will fail compile in Generals until replicated. |
|
Maybe rename GameTimer to FramePacer. |
Skyaero42
left a comment
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.
Code looks good.
With regards to naming I would go for RenderClock. My arguments:
- The use of
framecan be confusing as the logic steps also refer to frames Pacerindicates more of a control-task which I don't find fitting- Timer is a consumer of time (usually with start/stop/reset)
- Clock provides time, which is what the GameTimer currently does.
|
I don't like RenderClock. Because it is not Rendering specific but also is used for logic pacing. It intents to provide all functions to properly control the pacing of render and logic frames. |
7a2bac8 to
00b8d39
Compare
|
GameTimer renamed to FramePacer. Replicated in Generals with conflicts. Tested and worked in Generals Game Client and Generals World Builder. |
Merge with Rebase
This change fixes crashing when launching the World Builder. The problem is the tools do not use the
GameEngineclass and therefore have no access to the new game time features.The following tools use WW3D:
To accomodate the new game time features in tools, most game time related code in
GameEngineclass has been moved to a newGameTimerclass. The logic is now reused in WorldBuilder and GUIEdit so in principle these should have the same capabilities to render WW3D steps independent of frame rate.W3DView is not using the GameEngine module(!) at all (remember it is a Renegade tool) and therefore does not even have access to the new
GameTimerclass. But it seems it does not need it. W3DView animations look ok.The simpler change here would have been to add a bunch of null checks for
GameEnginebut that would have been a hack.TODO