From db2153d1559d2f7d28dc0d5391c95eb60f0e810f Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Wed, 24 Jun 2026 12:05:54 -0400 Subject: [PATCH 1/3] tweak(drawable): Decouple police car light animation from render update --- .../W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp index 3504433c3b9..dc4fc839916 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp @@ -31,6 +31,7 @@ #include #include "Common/STLTypedefs.h" +#include "Common/FramePacer.h" #include "Common/Thing.h" #include "Common/Xfer.h" #include "GameClient/Drawable.h" @@ -102,7 +103,8 @@ W3DPoliceCarDraw::~W3DPoliceCarDraw() void W3DPoliceCarDraw::doDrawModule(const Matrix3D* transformMtx) { const Real floatAmt = 8.0f; - const Real animAmt = 0.25; + // TheSuperHackers @tweak bobtista 24/06/2026 The police car light animation time step is now decoupled from the render update. + const Real animAmt = 0.25f * TheFramePacer->getActualLogicTimeScaleOverFpsRatio(); // get pointers to our render objects that we'll need RenderObjClass* policeCarRenderObj = getRenderObject(); From 24d50ec32a7d0ce3387063da1ce91670ecbdbfd7 Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Thu, 25 Jun 2026 08:51:33 -0400 Subject: [PATCH 2/3] style(drawable): Add blank line before decouple comment for readability --- .../W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp index dc4fc839916..9d62a5892d0 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp @@ -103,6 +103,7 @@ W3DPoliceCarDraw::~W3DPoliceCarDraw() void W3DPoliceCarDraw::doDrawModule(const Matrix3D* transformMtx) { const Real floatAmt = 8.0f; + // TheSuperHackers @tweak bobtista 24/06/2026 The police car light animation time step is now decoupled from the render update. const Real animAmt = 0.25f * TheFramePacer->getActualLogicTimeScaleOverFpsRatio(); From d57ec26b81909d9a39b3d1e44319a2e7694bb4e0 Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Fri, 26 Jun 2026 14:43:05 -0400 Subject: [PATCH 3/3] style(drawable): Sort FramePacer include before STLTypedefs --- .../W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp index 9d62a5892d0..b685338189f 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp @@ -30,8 +30,8 @@ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include -#include "Common/STLTypedefs.h" #include "Common/FramePacer.h" +#include "Common/STLTypedefs.h" #include "Common/Thing.h" #include "Common/Xfer.h" #include "GameClient/Drawable.h"