diff --git a/Source/Editor/Content/Items/VisualScriptItem.cs b/Source/Editor/Content/Items/VisualScriptItem.cs
index 22f1d75cc..e2a390b60 100644
--- a/Source/Editor/Content/Items/VisualScriptItem.cs
+++ b/Source/Editor/Content/Items/VisualScriptItem.cs
@@ -75,6 +75,7 @@ namespace FlaxEditor.Content
}
}
+ ///
public int MetadataToken => 0;
///
diff --git a/Source/Editor/CustomEditors/CustomEditor.cs b/Source/Editor/CustomEditors/CustomEditor.cs
index c5c628755..ca45652b9 100644
--- a/Source/Editor/CustomEditors/CustomEditor.cs
+++ b/Source/Editor/CustomEditors/CustomEditor.cs
@@ -250,6 +250,15 @@ namespace FlaxEditor.CustomEditors
_children[i].RefreshInternal();
}
+ ///
+ /// Synchronizes the value of the container. Called during Refresh to flush property after editing it in UI.
+ ///
+ /// The value to set.
+ protected virtual void SynchronizeValue(object value)
+ {
+ _values.Set(_parent.Values, value);
+ }
+
internal virtual void RefreshInternal()
{
if (_values == null)
@@ -264,7 +273,7 @@ namespace FlaxEditor.CustomEditors
_valueToSet = null;
// Assign value
- _values.Set(_parent.Values, val);
+ SynchronizeValue(val);
// Propagate values up (eg. when member of structure gets modified, also structure should be updated as a part of the other object)
var obj = _parent;
diff --git a/Source/Engine/Core/Config/TimeSettings.h b/Source/Engine/Core/Config/TimeSettings.h
index 7e383380f..bdfcd927a 100644
--- a/Source/Engine/Core/Config/TimeSettings.h
+++ b/Source/Engine/Core/Config/TimeSettings.h
@@ -15,31 +15,31 @@ public:
///
/// The target amount of the game logic updates per second (script updates frequency).
///
- API_FIELD(Attributes="EditorOrder(1), DefaultValue(30.0f), Limit(0, 1000), EditorDisplay(\"General\", \"Update FPS\")")
- float UpdateFPS = 30.0f;
+ API_FIELD(Attributes="EditorOrder(1), Limit(0, 1000), EditorDisplay(\"General\", \"Update FPS\")")
+ float UpdateFPS = 60.0f;
///
/// The target amount of the physics simulation updates per second (also fixed updates frequency).
///
- API_FIELD(Attributes="EditorOrder(2), DefaultValue(60.0f), Limit(0, 1000), EditorDisplay(\"General\", \"Physics FPS\")")
+ API_FIELD(Attributes="EditorOrder(2), Limit(0, 1000), EditorDisplay(\"General\", \"Physics FPS\")")
float PhysicsFPS = 60.0f;
///
/// The target amount of the frames rendered per second (actual game FPS).
///
- API_FIELD(Attributes="EditorOrder(3), DefaultValue(60.0f), Limit(0, 1000), EditorDisplay(\"General\", \"Draw FPS\")")
+ API_FIELD(Attributes="EditorOrder(3), Limit(0, 1000), EditorDisplay(\"General\", \"Draw FPS\")")
float DrawFPS = 60.0f;
///
/// The game time scale factor. Default is 1.
///
- API_FIELD(Attributes="EditorOrder(10), DefaultValue(1.0f), Limit(0, 1000.0f, 0.1f), EditorDisplay(\"General\")")
+ API_FIELD(Attributes="EditorOrder(10), Limit(0, 1000.0f, 0.1f), EditorDisplay(\"General\")")
float TimeScale = 1.0f;
///
/// The maximum allowed delta time (in seconds) for the game logic update step.
///
- API_FIELD(Attributes="EditorOrder(20), DefaultValue(0.1f), Limit(0.1f, 1000.0f, 0.01f), EditorDisplay(\"General\")")
+ API_FIELD(Attributes="EditorOrder(20), Limit(0.1f, 1000.0f, 0.01f), EditorDisplay(\"General\")")
float MaxUpdateDeltaTime = 0.1f;
public:
diff --git a/Source/Engine/Engine/Time.cpp b/Source/Engine/Engine/Time.cpp
index f26f4f759..2dd348207 100644
--- a/Source/Engine/Engine/Time.cpp
+++ b/Source/Engine/Engine/Time.cpp
@@ -17,7 +17,7 @@ namespace
bool Time::_gamePaused = false;
float Time::_physicsMaxDeltaTime = 0.1f;
DateTime Time::StartupTime;
-float Time::UpdateFPS = 30.0f;
+float Time::UpdateFPS = 60.0f;
float Time::PhysicsFPS = 60.0f;
float Time::DrawFPS = 60.0f;
float Time::TimeScale = 1.0f;