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…n circumstances `TickManagerPausedPatch` was not running in MP if `WorldRendererUtility.WorldRendered`. However, we wanted to use `WorldRendererUtility.WorldSelected`, as the former checks if the world is rendered at all, while the latter checks if the world is rendered due to the player opening the world map. There's several bugs that could happen due to this: - Camera shaker running while paused - Normally `CameraShaker:ShakeOffset` returns `Vector3.zero` while paused - Audio samples being paused while the game is running, not pausing while the game is paused, or having incorrect pitch/volume - `FleckMaker:ThrowMetaPuffs` creating flecks while paused - This method normally only does it while unpaused - Possibly more in vanilla, and likely a lot more with mods As for reproduction steps of the bug: - Start async time MP game with 2 maps, one of which is in space - Pause both maps - Switch to the planet map, unpause - Switch to space map, use dev mode to create explosions - Notice that the explosions make the camera shake immediately - If you compare to the planet maps, the shaking never happens while paused
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TickManagerPausedPatchwas not running in MP ifWorldRendererUtility.WorldRenderedis true. However, we wanted to useWorldRendererUtility.WorldSelected, as the former checks if the world is rendered at all (including as a background for space maps), while the latter checks if the world is rendered due to the player opening the world map.There's several bugs that could happen due to this:
CameraShaker:ShakeOffsetreturnsVector3.zerowhile pausedFleckMaker:ThrowMetaPuffscreating flecks while pausedAs for reproduction steps of the bug: