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Implement adjusting the maximum number of physics steps per rendered frame
When using high physics FPS (which is a requirement to minimize input lag and improve precision in simulation racing games), a higher value prevents the game from slowing down at low rendering FPS. This can be done via an Engine property for run-time changes, or a project setting for initial changes.
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@@ -48,6 +48,15 @@ int Engine::get_physics_ticks_per_second() const {
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return ips;
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}
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void Engine::set_max_physics_steps_per_frame(int p_max_physics_steps) {
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ERR_FAIL_COND_MSG(p_max_physics_steps <= 0, "Maximum number of physics steps per frame must be greater than 0.");
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max_physics_steps_per_frame = p_max_physics_steps;
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}
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int Engine::get_max_physics_steps_per_frame() const {
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return max_physics_steps_per_frame;
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}
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void Engine::set_physics_jitter_fix(double p_threshold) {
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if (p_threshold < 0) {
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p_threshold = 0;
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