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fix(gameplay): make entity interpolation frame-rate independent
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@@ -53,12 +53,12 @@ private:
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std::unordered_map<std::string_view, CreateFunc> m_factories;
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tbb::concurrent_queue<TaskPair> m_tasks;
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void handle_task();
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void handle_task(float dt);
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void handle_entity_destory(EntityID id);
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// not thread safe
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void handle_entity_create(EntityID id, std::string_view name,
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const glm::vec3& pos);
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void handle_entity_update(UpdateInfo& info);
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void handle_entity_update(UpdateInfo& info, float dt);
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template <typename... Args>
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void create_entity_in_registry(EntityID id, Args&&... args) {
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{
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