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Add Fix Custom FPS Render Timing Option
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@@ -102,6 +102,15 @@ public class AdvancedConfig
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/// </summary>
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public bool HighResBloomCorrection { get; set; } = false;
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// === [MARKER: FIX_SET_FRAMERATE_BUG START] ===
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/// <summary>
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/// When true, fixes in-game and render bugs during SetFramerate events (where objects disappear on the first frame
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/// or parallax/tiles lag behind) by deferring manual camera rendering to the end of the frame after all LateUpdates.
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/// Default true.
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/// </summary>
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public bool FixCustomFrameRate { get; set; } = true;
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// === [MARKER: FIX_SET_FRAMERATE_BUG END] ===
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/// <summary>File extension of the default output file name, without the dot (e.g. "mkv", "mp4"); selects the container.</summary>
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public string FileExtension { get; set; } = "mkv";
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@@ -128,6 +137,9 @@ public class AdvancedConfig
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ProcessAudio = source.ProcessAudio;
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NonTile = source.NonTile;
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HighResBloomCorrection = source.HighResBloomCorrection;
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// === [MARKER: FIX_SET_FRAMERATE_BUG START] ===
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FixCustomFrameRate = source.FixCustomFrameRate;
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// === [MARKER: FIX_SET_FRAMERATE_BUG END] ===
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FileExtension = source.FileExtension;
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firePlanetColor = source.firePlanetColor;
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icePlanetColor = source.icePlanetColor;
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@@ -43,6 +43,7 @@
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"ui.render_config.process_audio": "Process Audio",
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"ui.render_config.non_tile": "Non-Tile Mode",
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"ui.render_config.high_res_bloom_correction": "High-Resolution Bloom Correction",
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"ui.render_config.fix_custom_frame_rate": "Fix Custom FPS Render Timing",
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"ui.render_config.random_seed": "Random Seed (Optional)",
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"ui.render_config.validation_title": "Invalid Settings",
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"ui.render_config.validation_error": "Please check your input values:\n- Width and Height must be integers > 0\n- Render FPS and Video FPS must be > 0\n- Delay After End must be >= 0",
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@@ -43,6 +43,7 @@
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"ui.render_config.process_audio": "오디오 처리",
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"ui.render_config.non_tile": "논타일 모드",
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"ui.render_config.high_res_bloom_correction": "고해상도 블룸 보정",
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"ui.render_config.fix_custom_frame_rate": "커스텀 FPS 렌더 타이밍 보정",
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"ui.render_config.random_seed": "랜덤 시드 (선택 사항)",
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"ui.render_config.validation_title": "설정 오류",
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"ui.render_config.validation_error": "입력값을 확인해 주세요:\n- 너비와 높이는 0보다 큰 정수여야 합니다.\n- 렌더 FPS와 영상 FPS는 0보다 커야 합니다.\n- 종료 후 대기 시간은 0 이상이어야 합니다.",
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@@ -0,0 +1,115 @@
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using System;
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using System.Diagnostics.CodeAnalysis;
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using ADOFAIRenderer.Core;
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using HarmonyLib;
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using UnityEngine;
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namespace ADOFAIRenderer.Patch.Game;
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// === [MARKER: FIX_SET_FRAMERATE_BUG START] ===
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/// <summary>
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/// Fixes the in-game and render bug where objects (floors, decorations, planets) disappear on the first frame of
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/// a SetFramerate event (due to camera Z=0 near clip culling) and where parallax/tiles lag behind on subsequent frames.
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/// <para>
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/// Defers the manual camera rendering (<c>scrCamera.UpdateCustomFrameRateScreen</c>) to the very end of the frame
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/// (execution order <c>int.MaxValue - 1</c>), after all components (<c>scrCamera</c>, <c>scrFloor</c>,
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/// <c>scrDecorationManager</c>, <c>scrPlanet</c>, <c>scrParallax</c>, and <c>scrController</c>) have finished their
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/// <c>LateUpdate</c>.
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/// </para>
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/// </summary>
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[HarmonyPatch]
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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public static class CustomFrameRateDeferPatch
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{
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private static bool _isExecutingDeferred;
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private static scrCamera? _pendingCamera;
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private static readonly Action<scrCamera>? UpdateCustomFrameRateScreenInvoker =
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AccessTools.MethodDelegate<Action<scrCamera>>(AccessTools.Method(typeof(scrCamera), "UpdateCustomFrameRateScreen"));
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/// <summary>
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/// Checks whether the SetFramerate render timing fix is enabled.
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/// Active if rendering session has the option enabled, or enabled by default during normal in-game play.
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/// </summary>
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public static bool IsEnabled
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{
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get
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{
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if (RenderManager.IsActive && RenderManager.Instance?.Configuration?.AdvancedConfig != null)
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{
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return RenderManager.Instance.Configuration.AdvancedConfig.FixCustomFrameRate;
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}
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return true;
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}
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}
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/// <summary>
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/// Intercepts manual camera render calls from SetCustomFrameRate (Update phase) or CheckUpdateFrameRateScreen
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/// (LateUpdate phase). If not currently executing the deferred render pass, records the camera instance and
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/// suppresses the premature render.
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/// </summary>
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[HarmonyPrefix]
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[HarmonyPatch(typeof(scrCamera), "UpdateCustomFrameRateScreen")]
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private static bool DeferManualRender(scrCamera __instance)
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{
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if (!IsEnabled) return true;
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if (_isExecutingDeferred) return true;
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_pendingCamera = __instance;
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return false;
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}
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/// <summary>
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/// Ensures that the runner component is attached to the camera when it starts.
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/// </summary>
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[HarmonyPostfix]
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[HarmonyPatch(typeof(scrCamera), "Start")]
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private static void AttachRunner(scrCamera __instance)
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{
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if (!__instance) return;
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if (!__instance.gameObject.GetComponent<CustomFrameRateDeferredRunner>())
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{
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__instance.gameObject.AddComponent<CustomFrameRateDeferredRunner>();
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}
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}
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/// <summary>
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/// Invoked at the very end of LateUpdate (Order int.MaxValue - 1). If a manual render was requested during the frame,
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/// executes the camera's original UpdateCustomFrameRateScreen once with all objects fully prepared.
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/// </summary>
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internal static void ExecuteDeferredRender()
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{
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if (_pendingCamera == null) return;
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var cam = _pendingCamera;
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_pendingCamera = null;
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if (!cam) return;
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_isExecutingDeferred = true;
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try
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{
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UpdateCustomFrameRateScreenInvoker?.Invoke(cam);
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}
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finally
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{
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_isExecutingDeferred = false;
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}
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}
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}
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/// <summary>
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/// Runner component attached to scrCamera that executes deferred custom frame rate renders at the end of LateUpdate.
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/// Execution order <c>int.MaxValue - 1</c> guarantees it runs after all normal game components (including
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/// scrController at 400), but right before PostRenderHook at <c>int.MaxValue</c>.
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/// </summary>
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[DefaultExecutionOrder(int.MaxValue - 1)]
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internal class CustomFrameRateDeferredRunner : MonoBehaviour
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{
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private void LateUpdate()
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{
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CustomFrameRateDeferPatch.ExecuteDeferredRender();
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}
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}
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// === [MARKER: FIX_SET_FRAMERATE_BUG END] ===
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+1
-1
@@ -9,7 +9,7 @@ using MelonLoader.Utils;
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using UnityEngine;
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using Object = UnityEngine.Object;
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[assembly: MelonInfo(typeof(RenderMod), "ADOFAI Renderer", "0.3.1-INDEV", "ADOFAI Editor Forum")]
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[assembly: MelonInfo(typeof(RenderMod), "ADOFAI Renderer", "0.3.2-INDEV", "ADOFAI Editor Forum")]
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[assembly: MelonGame("7th Beat Games", "A Dance of Fire and Ice")]
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namespace ADOFAIRenderer;
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@@ -140,6 +140,9 @@ internal static class RenderConfigWindow
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private static O5Toggle? _processAudioToggle;
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private static O5Toggle? _nonTileToggle;
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private static O5Toggle? _highResBloomCorrectionToggle;
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// === [MARKER: FIX_SET_FRAMERATE_BUG START] ===
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private static O5Toggle? _fixCustomFrameRateToggle;
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// === [MARKER: FIX_SET_FRAMERATE_BUG END] ===
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// Planet color overrides: the toggle enables the override, the picker holds the color. A disabled toggle stores
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// null in AdvancedConfig (no override is applied by PersistencePatch) and blocks the picker.
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@@ -791,6 +794,24 @@ internal static class RenderConfigWindow
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generateLabel: false
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);
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// === [MARKER: FIX_SET_FRAMERATE_BUG START] ===
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// Fix SetFramerate Render Timing (AdvancedConfig.FixCustomFrameRate): defers manual camera rendering to frame end
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_fixCustomFrameRateToggle = CreateToggleField(
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ctx, CreateFieldSlot(advRight),
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labelKey: "",
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defaultValue: true,
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value: config.AdvancedConfig.FixCustomFrameRate,
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toggleTextKey: "ui.render_config.fix_custom_frame_rate",
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id: "toggle_fix_custom_frame_rate",
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onChanged: val =>
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{
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config.AdvancedConfig.FixCustomFrameRate = val;
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MarkConfigModified();
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},
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generateLabel: false
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);
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// === [MARKER: FIX_SET_FRAMERATE_BUG END] ===
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// 7-1. Planet Color Settings (Optional).
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// For each planet: the toggle turns the override on/off (off stores null and blocks/collapses the picker);
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// the picker writes its color into the config only while the toggle is on.
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@@ -1000,6 +1021,9 @@ internal static class RenderConfigWindow
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_processAudioToggle?.Set(config.AdvancedConfig.ProcessAudio, false);
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_nonTileToggle?.Set(config.AdvancedConfig.NonTile, false);
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_highResBloomCorrectionToggle?.Set(config.AdvancedConfig.HighResBloomCorrection, false);
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// === [MARKER: FIX_SET_FRAMERATE_BUG START] ===
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_fixCustomFrameRateToggle?.Set(config.AdvancedConfig.FixCustomFrameRate, false);
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// === [MARKER: FIX_SET_FRAMERATE_BUG END] ===
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// Planet colors: toggle on when an override is stored; the picker shows the stored color or the default and is
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// blocked without an override
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@@ -1182,6 +1206,9 @@ internal static class RenderConfigWindow
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if (_processAudioToggle != null) target.AdvancedConfig.ProcessAudio = _processAudioToggle.Value;
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if (_nonTileToggle != null) target.AdvancedConfig.NonTile = _nonTileToggle.Value;
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if (_highResBloomCorrectionToggle != null) target.AdvancedConfig.HighResBloomCorrection = _highResBloomCorrectionToggle.Value;
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// === [MARKER: FIX_SET_FRAMERATE_BUG START] ===
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if (_fixCustomFrameRateToggle != null) target.AdvancedConfig.FixCustomFrameRate = _fixCustomFrameRateToggle.Value;
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// === [MARKER: FIX_SET_FRAMERATE_BUG END] ===
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// Planet Colors
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target.AdvancedConfig.firePlanetColor = (_firePlanetToggle?.Value == true && _firePlanetPicker != null)
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