walkawayy
walkawayy
I tested as far back as 2.13.2, and I don't see any difference in behavior. You can inconsistently flip slightly faster in all versions if the input is timed. But...
@Richard-L how weird is this lol. Rudimentary attempt at removing the delay as a proof of concept. [TR1X No Delay Inv v1.zip](https://github.com/LostArtefacts/TR1X/files/15301944/TR1X.No.Delay.Inv.v1.zip)
This seems to happen with any weapon, not just Uzis. https://github.com/LostArtefacts/TR1X/assets/81546780/4333939e-d89d-4feb-b9b5-6a2fa6ef352d
> Merged #1339 Yes I just tested on -2 speed, and I don't see an issue. I think it was a side effect of the jitter bug.
Ok I finally figured out how to reproduce, and it doesn't matter the options enabled. I'm not if @Richard-L is bringing this up a lot because of some kind of...
> Ok I finally figured out how to reproduce, and it doesn't matter the options enabled. I'm not if @Richard-L is bringing this up a lot because of some kind...
This looks like the real explanation: shift key overrides numlock. https://devblogs.microsoft.com/oldnewthing/20040906-00/?p=37953 Num Lock ON disables walk when I press look. Input_Update walk: 1; look: 0 Input_Update walk: 0; look: 1...
This also affects the boat 
Honestly the 60 FPS blink speed looks better IMO. In 30 FPS, the text is flashing very fast.
This seems to be happening because in 60 FPS, `Text_Draw` calls `Clock_GetElapsedUnit` which will sometimes return `frames`, a double, just under 1. For example, `frames` might be `0.998580`. This causes...