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2b692d596e6289a03364e50a71263cd4d3160e5e
RobustToolbox/Robust.Shared/Timing
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Acruid 2b692d596e Stops the GameTiming class from blindly caching the curTime constantly, regardless of it was in prediction/simulation or not. This seems to completely solve the issue of CurTime being negative. As long as Tickrate is only changed when processing the latest server state (not half way through prediction), everything should be OK.
2020-07-30 17:20:52 -07:00
..
FrameEventArgs.cs
Unified those messy FrameEventArgs.
2019-08-04 01:08:44 +02:00
GameLoop.cs
Don't run Prometheus metrics on the client.
2020-07-20 01:01:35 +02:00
GameTick.cs
Enable nullable reference types on Robust.Shared and fix all warnings. (#1109)
2020-06-08 01:13:01 +02:00
GameTiming.cs
Stops the GameTiming class from blindly caching the curTime constantly, regardless of it was in prediction/simulation or not. This seems to completely solve the issue of CurTime being negative. As long as Tickrate is only changed when processing the latest server state (not half way through prediction), everything should be OK.
2020-07-30 17:20:52 -07:00
IStopwatch.cs
Renames SS14.* to Robust.* (#793)
2019-04-15 20:24:59 -06:00
Stopwatch.cs
Renames SS14.* to Robust.* (#793)
2019-04-15 20:24:59 -06:00
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