[If not available] "Catch up" with missed timer execution

Hi there,

Sometimes, on some systems, certain timer executions will be dropped due to performance lags for whatever reason.

Just for an example (not the only case), if you’re using a timer for movement, this will make the movement slower on a laggy computer and faster on a faster computer.

This can be solved by adding a “catch up” function (if not somewhere already) which will execute everything related to that timer as many times as it was dropped, as soon as possible (for example, if game lagged and the computer missed 10 movement executions, it will execute the movement block 10 times suddenly, to compensate).

Of course movement can be done with TimeDelta() and no timers instead, but this kind of catch up might be useful in other scenarios also.

If this is already available somewhere, please let me know. :slight_smile: Thanks!