Remove FRAMETIME return value from all FX (#5314)

* remove "return FRAMETIME" from all FX, fix timing for some FX

- all FX now render every frame, no more "speed up" during transitions

* fix missing return by adding FS_FALLBACK_STATIC macro

* add FX_FALLBACK_STATIC also to user_fx

* remove obsolete seg.next_time
This commit is contained in:
Damian Schneider
2026-02-09 07:57:49 +01:00
committed by GitHub
parent b9138b4300
commit 6b70c6ae91
12 changed files with 691 additions and 1000 deletions

View File

@@ -143,7 +143,7 @@ public:
ParticleSystem2D(const uint32_t width, const uint32_t height, const uint32_t numberofparticles, const uint32_t numberofsources, const bool isadvanced = false, const bool sizecontrol = false); // constructor
// note: memory is allcated in the FX function, no deconstructor needed
void update(void); //update the particles according to set options and render to the matrix
void updateFire(const uint8_t intensity, const bool renderonly); // update function for fire, if renderonly is set, particles are not updated (required to fix transitions with frameskips)
void updateFire(const uint8_t intensity); // update function for fire
void updateSystem(void); // call at the beginning of every FX, updates pointers and dimensions
void particleMoveUpdate(PSparticle &part, PSparticleFlags &partFlags, PSsettings2D *options = NULL, PSadvancedParticle *advancedproperties = NULL); // move function
// particle emitters