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@@ -300,17 +300,6 @@ function love.filedropped(file)
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if Importer then Importer:filedropped(file) end
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end
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-- Frame pacing (issue #88): on a machine whose driver control panel forces
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-- vsync off, the 160x144 game is so cheap that love.run presents thousands
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-- of frames a second, which over hours degrades the graphics driver until a
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-- restart (and burns power with the window merely open in the background).
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-- A hard render cap bounds it. Render-only: the logic clock is fixed-step
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-- off dt (src/core/FixedStep.lua), so capping present() leaves timing,
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-- audio, and determinism untouched, and vsync (conf.lua) is left alone.
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--
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-- Scripted / headless runs must keep full speed so CI screenshot and bot
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-- tooling is not throttled, so they opt out entirely -- same env vars
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-- love.load already reads for the scripted-boot path.
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local function pacingEnabled()
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if os.getenv("POKEPORT_AUTOPILOT") then return false end
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if os.getenv("POKEPORT_DRIVER") then return false end
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@@ -318,9 +307,6 @@ local function pacingEnabled()
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return true
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end
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-- LÖVE 11.5's default run loop, copied faithfully, with a frame-pacing sleep
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-- swapped in for the stock trailing love.timer.sleep(0.001). Kept resilient:
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-- with no love.timer (headless) nothing sleeps, exactly as today.
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function love.run()
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if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
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@@ -1,4 +1,4 @@
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-- Render frame-rate cap (issue #88). With a driver control panel forcing
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-- Render frame-rate cap. With a driver control panel forcing
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-- vsync off, the 160x144 game is trivially cheap and love.run will present
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-- thousands of frames a second; over hours that cooks the graphics driver
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-- until a restart, and it wastes power whenever the window is left open in
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