Refactor engine systems to use platform time seconds rather than date time
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@@ -17,7 +17,7 @@ Span<const Char*> Utilities::Private::HertzSizes(HertzSizesData, ARRAY_COUNT(Her
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namespace
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{
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CriticalSection PoolLocker;
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DateTime LastUpdate;
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double LastUpdate;
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float LastUpdateGameTime;
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Dictionary<Object*, float> Pool(8192);
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uint64 PoolCounter = 0;
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@@ -114,7 +114,7 @@ void ObjectsRemovalService::Flush(float dt, float gameDelta)
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bool ObjectsRemoval::Init()
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{
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LastUpdate = DateTime::NowUTC();
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LastUpdate = Platform::GetTimeSeconds();
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LastUpdateGameTime = 0;
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return false;
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}
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@@ -124,8 +124,8 @@ void ObjectsRemoval::LateUpdate()
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PROFILE_CPU();
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// Delete all objects
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const auto now = DateTime::NowUTC();
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const float dt = (now - LastUpdate).GetTotalSeconds();
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const double now = Platform::GetTimeSeconds();
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const float dt = (float)(now - LastUpdate);
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float gameDelta = Time::Update.DeltaTime.GetTotalSeconds();
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if (Time::GetGamePaused())
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gameDelta = 0;
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