render and server locale parity fixes
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@@ -72,6 +72,8 @@ float CPythonApplication::GetGlobalElapsedTime() { return CTimer::Instance().Get
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static bool s_isFrameSkipDisable = false;
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// m_iForceSightRange (the 40250 constructor sets -1: automatic sight range).
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static int s_iForceSightRange = -1;
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static float s_nativeRenderFrameTime = 0.0f;
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void PythonBoot::SetNativeRenderFrameTime(float milliseconds) { s_nativeRenderFrameTime = milliseconds; }
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void CPythonApplication::SetFrameSkip(bool isEnable) { s_isFrameSkipDisable = !isEnable; }
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// PORT: 40250 creates the Win32 window, the D3D8 device, cursors, sound, keyboard, the net device,
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// fonts and the IME here. The Godot window and its canvas already exist when the host starts the
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@@ -350,7 +352,11 @@ bool CPythonApplication::Process()
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static DWORD s_dwRenderRangeTime = 0;
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static DWORD s_dwRenderRangeFrame = 0;
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m_dwCurRenderTime = dwRenderEndTime - dwRenderStartTime;
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// The native host completes Vulkan work after this command-recording pass.
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// Use its last completed frame, including presentation, for automatic sight range.
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m_dwCurRenderTime = s_nativeRenderFrameTime > 0.0f
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? static_cast<DWORD>(s_nativeRenderFrameTime + 0.5f)
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: dwRenderEndTime - dwRenderStartTime;
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s_dwRenderRangeTime += m_dwCurRenderTime;
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++s_dwRenderRangeFrame;
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