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Looking into the enemy aiming, too.
Fun Fact, any other details about your situation?
Seeds seem to be based on current time, which would explain why pausing during the generation would result in something different. Rooting seeding into something stable and consistent would fix it 100%, but I recognize that revamping it this late in the dev cycle can be stressful.
Pausing could still have level gen happening as a background process while paused rather than interfering. However this approach wouldn't account for instances where the NT process is forcibly frozen such as when moving the game's window or window dimensions. And of course instances if the game were to hang temporarily, still being rooted in current time wouldn't help there.
And of course the solution I thought would be taken: buffer the pause input until stage gen is over. Still pauses as expected by the player, still avoids interfering with stage gen as per the goal of blocking pausing during load times.
a) making level generation a background process, unaffected by pausing
b) queuing the pause when the escape key is pressed during generation
c) using a different variable than current_time to modify the seed. common of a method as it may be, any interruptions to the process screws up the process.
EDIT: Yes, what Psycho posted earlier on this very page.