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fixed a possible infinite loop in ClientEnvironment (dtime counter getting so small that it doesn't increment the value)
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9f859d8389
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@ -808,10 +808,20 @@ void ClientEnvironment::step(float dtime)
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f32 dtime_part;
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f32 dtime_part;
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if(dtime_downcount > dtime_max_increment)
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if(dtime_downcount > dtime_max_increment)
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{
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dtime_part = dtime_max_increment;
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dtime_part = dtime_max_increment;
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else
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dtime_part = dtime_downcount;
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dtime_downcount -= dtime_part;
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dtime_downcount -= dtime_part;
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}
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else
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{
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dtime_part = dtime_downcount;
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/*
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Setting this to 0 (no -=dtime_part) disables an infinite loop
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when dtime_part is so small that dtime_downcount -= dtime_part
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does nothing
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*/
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dtime_downcount = 0;
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}
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/*
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/*
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Handle local player
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Handle local player
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@ -254,7 +254,6 @@ Doing now (most important at the top):
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=== Next
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=== Next
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* Continue making the scripting system:
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* Continue making the scripting system:
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* Rip up everything unnecessary from the lua build system
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* Make updateNodeMesh for a less verbose mesh update on add/removenode
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* Make updateNodeMesh for a less verbose mesh update on add/removenode
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* Switch to using a safe way for the self and env pointers
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* Switch to using a safe way for the self and env pointers
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* Make some global environment hooks, like node placed and general
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* Make some global environment hooks, like node placed and general
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