Use a decimal value for time. Animate updates with world.fps on the client, but its calculations are based on 1/10ths seconds. just like everything else in DM.
Tried this. Anything <=1 results in an instant change and using any other decimal (20.5, 2.4, 1.25, etc) appear nearly identical to rounding the time up to the nearest whole number.
If I set the world.tick_lag to 0.25, setting the time on animate to 1.25 looks identical to a time of 2. if I set it to 0.5 it's instantaneous.
As I said. animate() only ever plays at 10FPS regardless of decimals in the time value or the worlds FPS.
I was only wondering if this is intentional or not.
Use a decimal value for time. Animate updates with world.fps on the client, but its calculations are based on 1/10ths seconds. just like everything else in DM.