This is all already done like you describe (in a nutshell).
So basically the input is handled as soon as possible (e.g. at the beginning of the to be rendered frame), and then all scripts and timers are run to handle this new input (and all the other stuff of course that the script does), then the movement of the flipperfinger is started due to this immediately as soon as the script triggers it. Then, also immediately, the physics engine starts handling the requested movement.
BUT: due to the way the PM5 physics code works, there is a bit of a "startup" phase in the physics, which might simply be an artifact of a hack done to fix something else. This is what my tweak does resolve mostly, but you guys have to find out if this is okay like-is or if it leads to other sideeffects.
I'll investigate behind the scenes to see what really happens.




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