client.tick_lag is 100x larger than it was set to when it is read
Numbered Steps to Reproduce Problem:
1. Set client.tick_lag to some value, eg 0.2
2. Read client.tick_lag, and observe that it is now 100x the value, ie 20
Code Snippet (if applicable) to Reproduce Problem:
/world/New()
..()
fps = 10
world.log << "world fps: [fps] (10)"
tick_lag = 0.1
world.log << "world tick_lag: [tick_lag] (0.1)"
/client/New()
..()
fps = 50
world.log << "client fps: [fps] (50)"
tick_lag = 0.2
world.log << "client tick_lag: [tick_lag] (0.2)"
Expected Results:
world fps: 10 (10)
world tick_lag: 0.1 (0.1)
client fps: 50 (50)
client tick_lag: 0.2 (0.2)
Actual Results:
world fps: 10 (10)
world tick_lag: 0.1 (0.1)
client fps: 50 (50)
client tick_lag: 20 (0.2)
Does the problem occur:
Every time? Or how often? Every time
In other games? Yes
In other user accounts? Unknown
On other computers? Unknown
When does the problem NOT occur? Unknown
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? N/A, client.tick_lag does not exist in earlier versions.
Workarounds: Divide value of client.tick_lag by 100 on read.