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Fix physics tick counter #94039

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merged 1 commit into from
Jul 7, 2024

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rburing
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@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.

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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 <lawnjelly@gmail.com>
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@Calinou Calinou left a comment

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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
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Thanks!

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Physics tick counter is incorrect within frame
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