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Commit Graph

82 Commits

Author SHA1 Message Date
Bartłomiej Dach
77ef12ebb0
Merge branch 'master' into frame-stable-catchup-zoom 2024-01-22 10:37:06 +01:00
Dean Herbert
e73910571f
Allow FrameStabilityContainer to continue updating while paused during replay playback 2024-01-18 20:13:28 +09:00
Dean Herbert
2afa4c7e1c
Remove redundant RequiresChildrenUpdate usage
We are already manually calling `base.UpdateSubTree` when we need to.
Changing this flag is doing nothing and just adds to the complexity of
the implementation.
2024-01-18 20:13:28 +09:00
Dean Herbert
c362a93a36
Change frame stable catch-up method to allow for much faster sync 2024-01-18 14:01:37 +09:00
Dean Herbert
bf984388b3 Update clocks in line with framework changes 2023-09-20 21:17:08 +09:00
Dean Herbert
2e98ab0a48 Expose rewinding state of IGameplayClocks
The implementation of this requires a bit of a special case
for 0, so makes sense to implement in a central place.
2023-07-06 19:08:42 +09:00
Dan Balasescu
7bc8908ca9 Partial everything 2022-11-27 00:00:27 +09:00
Dean Herbert
d4afc3629c
Merge branch 'master' into kps 2022-09-08 23:00:36 +09:00
Dean Herbert
6729bb3e1a Change FrameStableClock to inherit IGameplayClock 2022-09-08 18:24:18 +09:00
Dan Balasescu
b559d4ecdf Rename GameplayAdjustments -> AdjustmentsFromMods 2022-09-08 17:14:06 +09:00
Dean Herbert
75d0deef72 Apply proposed changes to remove inheritance from MasterGameplayClockContainer 2022-09-07 17:49:05 +09:00
Dean Herbert
bc1212f4e6 Change NonGameplayAdjustments to GameplayAdjustments and convert TrueGameplayRate to extension method 2022-09-06 22:26:46 +09:00
Dean Herbert
44b456e216 Use gameplay clock's TrueGameplayRate in FrameStabilityContainer? 2022-09-05 23:38:22 +09:00
Dean Herbert
ec61a94dc9 Merge branch 'master' into no-gameplay-clock-gameplay-offset 2022-08-23 17:36:06 +09:00
Dean Herbert
19bba143ee Fix editor crashing on mobile releases 2022-08-22 15:57:24 +09:00
Dean Herbert
2c6fd1ec6e Fix `GameplayClockContainer potentially resetting external seeks 2022-08-18 18:54:10 +09:00
Dean Herbert
43442dbf65 Merge branch 'even-less-gameplay-clock' into even-nicer-frame-stability-clock 2022-08-15 20:22:30 +09:00
Dean Herbert
87760bbc06 Fix IsCatchingUp not being in correct state 2022-08-15 20:17:48 +09:00
Dean Herbert
1fc3d005c0 Seal FrameStabilityContainer
No one should ever derive from this class. It is already too complex.
2022-08-15 19:31:02 +09:00
Dean Herbert
fff2b57905 Tidy up and document FrameStabilityContainer 2022-08-15 19:28:12 +09:00
Dean Herbert
9bc2e91de0 Fix incorrect handling of reference clocks when no parent IGameplayClock is available 2022-08-15 19:19:19 +09:00
Dean Herbert
828b6f2c30 Remove unnecessary setClock shenanigans 2022-08-15 19:19:19 +09:00
Dean Herbert
27569e2ed5 Remove FrameStableClock (and redirect usages to FrameStabilityContainer) 2022-08-15 19:19:19 +09:00
Dean Herbert
c8764cb333 Move all usage of GameplayClock to IGameplayClock 2022-08-15 18:30:53 +09:00
Dean Herbert
95c1b488a7 Add non-null assertion to FrameStabilityContainer 2022-08-15 18:08:49 +09:00
Dan Balasescu
f8830c6850 Automated #nullable processing 2022-06-17 16:37:17 +09:00
Susko3
19467e58c1 Remove unused params from BDL methods 2022-01-15 01:06:39 +01:00
Bartłomiej Dach
56eae703fe
Avoid changing frame stable clock direction if time hasn't changed between frames 2021-10-11 21:39:48 +02:00
Dean Herbert
b4e5311014 Move initial state set inside updateClock 2020-10-30 20:39:25 +09:00
Dean Herbert
1bd461f229 Move clock logic back to inside updateClock method 2020-10-30 20:21:14 +09:00
Dean Herbert
0f997386ae Fix direction and IsRunning not updating on first frame after becoming valid
The parent clock will not unpause until WaitingForFrames becomes false,
so I've moved the set of that before we start to propagate its values
across. Doesn't fix any visible issue but should make propagation one
game loop faster.
2020-10-30 15:26:23 +09:00
Dean Herbert
326fd03525 Fix loop not exiting after first valid frame 2020-10-30 15:25:53 +09:00
Dean Herbert
8e6c803900 Avoid running full updateClock loop when waiting on frames 2020-10-30 12:39:11 +09:00
Dean Herbert
87be7d162b
Merge branch 'master' into spectator-replay-watcher 2020-10-30 00:25:17 +09:00
Dean Herbert
335d150a13 Fix aim time being mutated inside update loop 2020-10-29 18:11:50 +09:00
Dean Herbert
2671d371da Move clock retrieval to new correct location 2020-10-29 15:28:39 +09:00
Dean Herbert
db2b00068f Avoid sourcing parent clock when in a paused state 2020-10-29 14:48:56 +09:00
Dean Herbert
d91456dc29 Move initial validity check out of loop for clarity 2020-10-29 14:25:47 +09:00
Dean Herbert
2e5a8b2287 Fix xmldoc to read better in new context 2020-10-29 13:16:31 +09:00
Dean Herbert
09da75b143 Merge branch 'frame-stability-clean-up' into spectator-replay-watcher 2020-10-28 15:34:46 +09:00
Dean Herbert
2b1e79a4e8 Simplify state changes further 2020-10-28 15:32:20 +09:00
Dean Herbert
c9515653b3 Restore previous directionality logic to avoid logic differences 2020-10-28 15:31:57 +09:00
Dean Herbert
77d807d0f5 Merge branch 'frame-stability-clean-up' into spectator-replay-watcher 2020-10-28 15:26:02 +09:00
Dean Herbert
59e9c2639a Remove try-finally 2020-10-28 15:16:56 +09:00
Dean Herbert
a06516c900 Extract out frame stability state into enum for (hopefully) better clarity 2020-10-28 15:15:15 +09:00
Dean Herbert
8c9bda2ded Split out replay update method 2020-10-28 15:14:06 +09:00
Dean Herbert
9b9a41596f Split out frame stability calculation to own method 2020-10-28 15:14:06 +09:00
Dean Herbert
851d45d2eb Add sane pausing logic 2020-10-27 18:58:37 +09:00
Dean Herbert
9e6b0a42ec Allow FrameStabilityContainer to handle waiting-for-data state better (and pause outwards) 2020-10-27 18:58:37 +09:00
Dean Herbert
b8beac27ce Use previous logic for catching-up mode 2020-10-27 17:14:41 +09:00