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Rewind: Keep the restored state, and measure "seconds ago" in game time
A rewind used up the state it restored, so rewinding, playing on a bit and rewinding again went further back than the state you just came from. Now the state stays, and only a rewind within 0.8 seconds of the last one steps back past it. "Seconds ago" was wall-clock time since the snapshot, which counted pauses, fast-forward and time spent in states rewound to earlier. It's now emulated time from where the rewinding started. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -89,8 +89,9 @@ private:
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// The operation is queued, and happens at the end of the next frame the CPU runs, so follow this
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// with something that runs it, like cpu.runUntilTime.
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//
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// Rewind snapshots are only taken with the RewindSnapshotInterval setting on. Each rewind uses up
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// the snapshot it restores, so repeating it goes further back.
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// Rewind snapshots are only taken with the RewindSnapshotInterval setting on. A rewind restores the
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// newest snapshot and keeps it, so a later rewind comes back to it, but one within 0.8 seconds of
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// the last steps further back.
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//
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// Parameters:
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// - path: string, path to the .ppst file (only for load and save).
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