From 7b2567924b9b86961cd4c07b76653f49939cab1c Mon Sep 17 00:00:00 2001 From: Kester Maddock Date: Sat, 16 Oct 2004 11:41:50 +0000 Subject: 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). --- source/gameengine/GameLogic/SCA_TimeEventManager.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'source/gameengine/GameLogic/SCA_TimeEventManager.cpp') 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::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); } -- cgit v1.2.3