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Ending the delay and starting the execution at the same update #182

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skalogryz
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Delta Time applied to the delay is eventually lost (in the next frame) and is never applied to "passed" time of a tween.

This could cause some issues, where the time sequencing is important. (i.e. the final step of the sequence destroys the object, thus it's necessary that all previous steps are completed).
Thus the "loss" of any amount of time needs to be avoided.

Currently the delay and "start" of a tween always occur in separate frames.
The patch changes this behavior, by reducing the delay first, and IF the delay becomes negative "starts" the tween.

It's still possible to split running out of the delay and starting the tween into different frames, and maintain the delta time difference, but just requires adding some extra flags to the tween, and I did want to avoid that for the sake of simplicity.

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