Added delta timestep to 2d simulation
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@@ -804,7 +804,9 @@ bool rc_spriteIsVisible(int spr_id)
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//This function is called on each canvas on update
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void drawSprites(int canvas_id)
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{
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float step = rc_canvas[canvas_id].physics2D.timeStep;
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Uint32 delta_time = SDL_GetTicks() - rc_canvas[canvas_id].physics2D.time_stamp;
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rc_canvas[canvas_id].physics2D.time_stamp = SDL_GetTicks();
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float step = rc_canvas[canvas_id].physics2D.timeStep < 0 ? (delta_time*0.001f) : rc_canvas[canvas_id].physics2D.timeStep;
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int32 velocityIterations = rc_canvas[canvas_id].physics2D.velocityIterations;
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int32 positionIterations = rc_canvas[canvas_id].physics2D.positionIterations;
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