Fix GameConditionManager.MapBrightnessTracker (Unnatural Darkness) desyncs
GameConditionManager.MapBrightnessTracker:Tick uses Time.deltaTime, the value of which will be different between the players. With similar FPS they'll be very close to one another, but if there's a big change between FPS values (for example, 60 and 144) the issue will be much bigger.
The issue with MapBrightnessTracker is the map will get darker at a different rate for each player - in one of my tests, the client finished the transition 10 ticks faster than the host.
The fix here is rather simple - replace deltaTime with a constant value of 1 / 60 or 0.166666... to ensure each 60 ticks in-game will be treated as a second, no matter the game speed.
To add a bit more on why it's going to cause desyncs - there's a bit of code that checks for the darkness value during simulation - from what I saw, it's used to decide if a specific hediff should be removed as well as affecting the duration of weather changes.