Extremely long frames caused by suspending and resuming the machine could result in an overflow in the delta smoothing because it uses 32 bit math on delta values measured in nanoseconds.
This PR puts a cap of a second as the maximum frame delta that will be processed by the smoothing, otherwise it returns the frame delta 64 bit value unaltered. It also converts internal math to explicitly use 64 bit integers.
Frame deltas are currently measured by querying the OS timer each frame. This is subject to random error. Frame delta smoothing instead filters the delta read from the OS by replacing it with the refresh rate delta wherever possible.
This PR also contains code to estimate the refresh rate based on the input deltas, without reading the refresh rate from the host OS.
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
Addresses #30068
This is a prerequisite for allowing proper support for fixed timestep interpolation, exposing the interpolation fraction to the engine, modules and gdscript.
The interpolation fraction is the fraction through the current physics tick at the time of the current frame.