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tweak(gui): Decouple GUI transition and world animation timing from render update #1
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…e the legacy non interpolated updates to the ww3d sync (TheSuperHackers#1579)
…lass::animate, SphereRenderObjClass::animate (TheSuperHackers#1579)
…jClass::Render, TexProjectClass::Pre_Render_Update (TheSuperHackers#1579)
…t player index to check shroud status when placing structures (TheSuperHackers#1646)
…:examineNeighboringCells (TheSuperHackers#1619)
…:internal_findHierarchicalPath (TheSuperHackers#1619)
…:validLocomotorSurfacesForCellType (TheSuperHackers#1620)
…:getMoveAwayFromPath (TheSuperHackers#1620)
…learCommandsExceptFrom() to prevent local player left hanging in game over screen (TheSuperHackers#1638)
…ileMessage() and NetPacket::readFileAnnounceMessage() (TheSuperHackers#2005) Co-authored-by: SkyAero <[email protected]>
… Shell Map (TheSuperHackers#2002) Keys P and O no longer pause the Shell Map. But Shift+P and Shift+O still do
…he disconnection menu (TheSuperHackers#2020)
…fter evacuating all passengers (TheSuperHackers#1762)
…r if passengers want to board or exit (TheSuperHackers#1787)
…r's switch case MSG_CANCEL_UNIT_CREATE (TheSuperHackers#1881)
…d explicit cache path (TheSuperHackers#2028)
…assigned target scaffold no longer exists (TheSuperHackers#1868)
…with packed structs (TheSuperHackers#1675)
…om map template overrides to avoid CRC mismatch in the next multiplayer game session (TheSuperHackers#2034)
… Chinook Combat Drop (TheSuperHackers#1789)
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Summary
Changes
TransitionGroup::m_currentFramechanged fromInttoRealto support fractional frame accumulationTransitionGroup::update()scales frame advancement byTheFramePacer->getActualLogicTimeScaleOverFpsRatio()InGameUIworld animation Z-rise calculation now scales by the same time factorTest plan