diff options
author | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-10-16 15:41:50 +0400 |
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committer | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-10-16 15:41:50 +0400 |
commit | 7b2567924b9b86961cd4c07b76653f49939cab1c (patch) | |
tree | adcf1091db6f3f78c05c6b02c567a9b77fc10092 /source/gameengine/GameLogic/SCA_TimeEventManager.cpp | |
parent | 063982914038ecd578bab7849a1e94cccbb8d8b9 (diff) |
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator.
Fixed a stupid bug preventing some actuators working (like TrackTo).
Diffstat (limited to 'source/gameengine/GameLogic/SCA_TimeEventManager.cpp')
-rw-r--r-- | source/gameengine/GameLogic/SCA_TimeEventManager.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/GameLogic/SCA_TimeEventManager.cpp b/source/gameengine/GameLogic/SCA_TimeEventManager.cpp index 05d1bebf18a..d97727d2a33 100644 --- a/source/gameengine/GameLogic/SCA_TimeEventManager.cpp +++ b/source/gameengine/GameLogic/SCA_TimeEventManager.cpp @@ -70,9 +70,9 @@ void SCA_TimeEventManager::RegisterSensor(SCA_ISensor* sensor) -void SCA_TimeEventManager::NextFrame(double curtime,double deltatime) +void SCA_TimeEventManager::NextFrame(double curtime, double fixedtime) { - if (m_timevalues.size() > 0) + if (m_timevalues.size() > 0 && fixedtime > 0.0) { CFloatValue* floatval = new CFloatValue(curtime); @@ -80,7 +80,7 @@ void SCA_TimeEventManager::NextFrame(double curtime,double deltatime) for (vector<CValue*>::iterator it = m_timevalues.begin(); !(it == m_timevalues.end()); it++) { - float newtime = (*it)->GetNumber() + deltatime; + float newtime = (*it)->GetNumber() + fixedtime; floatval->SetFloat(newtime); (*it)->SetValue(floatval); } |