In previous versions, if you do not have time frames of animation is played, they were passed. I think this is the correct behavior.
In version 2.0, frames are not skipped and played on stage with a previously exhibited delayed, and when the delay is small - the animation is not played until the end.
Simple example:
We have an animation of 100 frames and delay between frames 0.01 seconds. Since the maximum frame rate is 60 (delay between drawing about 0.016 seconds) we obtain the following:
- in previous versions animation is played with dropped frames but still ends up on 100 frame
- in 2.0 version animation is played without skipping frames, and ends at frame 60
I tried on Ios and win32 the same result.
Interested in this a bug or feature, and I think new logic is incorrect.
PS. Sorry for my terrible English, this is not my native language.