godot/main
Manuel Moos 6be702bace Fix negative delta arguments
Three attack points, all after the regular calculations:
1. Prevent negative physics timestep counts. They could occur if
   physics_jtter_fix is changed at runtime.
2. idle_step is not allowed to go below 1/8th of the input step.
   That could happen on physics_jitter_fix changes or heavily
   fluctuating performance.
3. Prevent that the idle_step modification breaks the promise
   that Engine.get_physics_interpolation_fraction() is between
   0 and 1 by doing more physics steps than the base system wants.

Fixes #26887

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-08-31 22:16:23 +02:00
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app_icon.png
main.cpp Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
main.h Add project setting for agile input event flushing 2021-08-13 11:45:50 +02:00
main_builders.py Tweak the editor splash screen color to better match the default theme 2021-03-17 22:57:35 +01:00
main_timer_sync.cpp Fix negative delta arguments 2021-08-31 22:16:23 +02:00
main_timer_sync.h Rename iterations_per_second to physics_ticks_per_second 2021-08-11 02:37:02 +02:00
performance.cpp Use doubles for time everywhere in Timer/SceneTree 2021-07-26 02:00:48 -04:00
performance.h Use doubles for time everywhere in Timer/SceneTree 2021-07-26 02:00:48 -04:00
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