From a63556212d808711ce9db460e0aab33f427cd835 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 6 Oct 2023 21:51:26 +0200 Subject: [PATCH] Don't apply frame delay project setting to the editor This appears to already be the case for the Max FPS project setting. --- doc/classes/ProjectSettings.xml | 3 ++- main/main.cpp | 3 +++ 2 files changed, 5 insertions(+), 1 deletion(-) diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 93e0ed5491e7..3fc9e94427ec 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -328,7 +328,8 @@ Changes to this setting will only be applied upon restarting the application. - Forces a delay between frames in the main loop (in milliseconds). This may be useful if you plan to disable vertical synchronization. + Forces a [i]constant[/i] delay between frames in the main loop (in milliseconds). In most situations, [member application/run/max_fps] should be preferred as an FPS limiter as it's more precise. + This setting can be overridden using the [code]--frame-delay <ms;>[/code] command line argument. If [code]true[/code], enables low-processor usage mode. This setting only works on desktop platforms. The screen is not redrawn if nothing changes visually. This is meant for writing applications and editors, but is pretty useless (and can hurt performance) in most games. diff --git a/main/main.cpp b/main/main.cpp index 7ca22d90ca5e..271791f36899 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -2128,6 +2128,9 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph if (frame_delay == 0) { frame_delay = GLOBAL_DEF(PropertyInfo(Variant::INT, "application/run/frame_delay_msec", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), 0); + if (Engine::get_singleton()->is_editor_hint()) { + frame_delay = 0; + } } if (audio_output_latency >= 1) {