Version 1.2 is now available
Bugfixes:
- Reverted the behaviour of
Game_Interpreter.checkFreeze to default; it was unintentionally affected by
Graphics.frameCount changes, making it more lenient. This should fix any issues with infinite loops (e.g. autorun events with no waits at all) causing even more lag than they normally would, like what
@Anatis experienced.
I've also added a zip in the original post where I'll be adding old versions of this plugin - so if an update ever causes problems, people can easily revert it.
Needless to say, you probably shouldn't be making infinite loops in your games anyway - if an autorun event is supposed to run once every frame, add a 1 frame wait to it. Unless you actually want your event to run the 100,000 commands per frame after which the interpreter gives up.
But alas, as promised, I will make sure this plugin is compatible with
any RM use case, so if you do make an infinite command loop it will now lag your game normally
:p
@muffinswords I wasn't able to replicate this unfortunately. This does look like a more complex issue that involves more plugins. I know it's been a while since your post, but if you were able to make a demo where this problem happens it would be awesome. Even if it can be fixed by reordering plugins, this kind of problem really shouldn't have happened because of MAC_High_Hz_Fixes in the first place, so I'd be very interested in investigating it.