<commit_before>package snow;

import snow.system.input.Input;
import snow.types.Types;

    //Note all times in snow are in seconds.

/** The default type of snow application, with variable delta, update limit, render limit, timescale and more. 
    See the {App Guide} for complete details. */
class App {

//Access to the snow API

        /** use this to access the api features. *i.e* `app.assets.text(_id)` */
    public var app : Snow;

//Configurable values

        /** the scale of time */
    public var timescale : Float = 1;
        /** if this is non zero this will be passed in */
    public var fixed_delta : Float = 0;
        /** if this is non zero, rendering will be forced to this rate */
    public var render_rate : Float = 1/60;
        /** if this is non zero, updates will be forced to this rate */
    public var update_rate : Float = 0;
        /** the maximum frame time */
    public var max_frame_time : Float = 0.25;

//Timing information

        /** the time the last frame took to run */
    public var delta_time : Float = 1/60;
        /** the simulated time the last frame took to run, relative to scale etc */<commit_msg>App; don't enforce a default render_rate (as it can fight over things with vsync) [skip ci]<commit_after>package snow;

import snow.system.input.Input;
import snow.types.Types;

    //Note all times in snow are in seconds.

/** The default type of snow application, with variable delta, update limit, render limit, timescale and more. 
    See the {App Guide} for complete details. */
class App {

//Access to the snow API

        /** use this to access the api features. *i.e* `app.assets.text(_id)` */
    public var app : Snow;

//Configurable values

        /** the scale of time */
    public var timescale : Float = 1;
        /** if this is non zero this will be passed in */
    public var fixed_delta : Float = 0;
        /** if this is non zero, rendering will be forced to this rate */
    public var render_rate : Float = -1;
        /** if this is non zero, updates will be forced to this rate */
    public var update_rate : Float = 0;
        /** the maximum frame time */
    public var max_frame_time : Float = 0.25;

//Timing information

        /** the time the last frame took to run */
    public var delta_time : Float = 1/60;
        /** the simulated time the last frame took to run, relative to scale etc */
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