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This version uses SDL_GetTicks() as a monotonic source to avoid the previous version's pitfalls, namely the fact that the game's framerate may not necessarily be a constant, and in particular, the old code assumed a completely different framerate than what we ended up with after the texture-based rendering changes in 1.17.x, resulting in an almost-unnoticeable text fade due to the update() function being called WAY more often than before. Note that the reliance on SDL_GetTicks() means the timings break at some point after 49 days of game runtime, exactly once. This should result in a visible "jitter" effect if the 32-bits ticks value wraps around in the middle of a fade sequence, but other than that it's not that big of a deal to warrant requiring SDL 2.0.18+ for the 64-bit version. (cherry picked from commit db30ca53ae32eee37f805aa4aefb3e08de65de9c)
168 B
168 B
User interface
- Fixed timing issue with the outro screen's text fading effect that made it so fast as to be unnoticeable on many hardware configurations.