Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix physics tick counter #94039

Merged
merged 1 commit into from
Jul 7, 2024

Conversation

rburing
Copy link
Member

@rburing rburing commented Jul 7, 2024

The counter is now incremented at the start of a physics tick rather than the end.

This is a port of

to the master branch.

In the navigation agents update_frame_id is actually unused, unlike in 3.x (why?), so it could also be removed.

@rburing rburing requested review from a team as code owners July 7, 2024 15:44
@AThousandShips AThousandShips added this to the 4.3 milestone Jul 7, 2024
@rburing
Copy link
Member Author

rburing commented Jul 7, 2024

The navigation agents' update_frame_id was made unused in #69988, so I guess it can be removed. cc @smix8

The counter is now incremented at the start of a physics tick rather than at the end.

Co-authored-by: lawnjelly <[email protected]>
@rburing rburing force-pushed the fix_physics_tickcounter branch from de327d0 to 2352163 Compare July 7, 2024 17:04
Copy link
Member

@Calinou Calinou left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Tested locally on the 2D platformer demo (with interpolation enabled at 10 ticks per second), it works as expected.

@akien-mga akien-mga merged commit 307b4e3 into godotengine:master Jul 7, 2024
18 checks passed
@akien-mga
Copy link
Member

Thanks!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Physics tick counter is incorrect within frame
4 participants