You've already forked godot
							
							
				mirror of
				https://github.com/godotengine/godot.git
				synced 2025-11-04 12:00:25 +00:00 
			
		
		
		
	Merge pull request #107273 from DexterFstone/add-game-speed-controls
Add game speed controls to the embedded game window
This commit is contained in:
		@@ -4604,10 +4604,10 @@ bool Main::iteration() {
 | 
			
		||||
 | 
			
		||||
	const uint64_t ticks_elapsed = ticks - last_ticks;
 | 
			
		||||
 | 
			
		||||
	const int physics_ticks_per_second = Engine::get_singleton()->get_physics_ticks_per_second();
 | 
			
		||||
	const int physics_ticks_per_second = Engine::get_singleton()->get_user_physics_ticks_per_second();
 | 
			
		||||
	const double physics_step = 1.0 / physics_ticks_per_second;
 | 
			
		||||
 | 
			
		||||
	const double time_scale = Engine::get_singleton()->get_time_scale();
 | 
			
		||||
	const double time_scale = Engine::get_singleton()->get_effective_time_scale();
 | 
			
		||||
 | 
			
		||||
	MainFrameTime advance = main_timer_sync.advance(physics_step, physics_ticks_per_second);
 | 
			
		||||
	double process_step = advance.process_step;
 | 
			
		||||
@@ -4626,7 +4626,7 @@ bool Main::iteration() {
 | 
			
		||||
 | 
			
		||||
	last_ticks = ticks;
 | 
			
		||||
 | 
			
		||||
	const int max_physics_steps = Engine::get_singleton()->get_max_physics_steps_per_frame();
 | 
			
		||||
	const int max_physics_steps = Engine::get_singleton()->get_user_max_physics_steps_per_frame();
 | 
			
		||||
	if (fixed_fps == -1 && advance.physics_steps > max_physics_steps) {
 | 
			
		||||
		process_step -= (advance.physics_steps - max_physics_steps) * physics_step;
 | 
			
		||||
		advance.physics_steps = max_physics_steps;
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user