Just totally redo how the time is counted in our love.run implementation - [ ] Bug: saving time goes to systems' dt - [ ] Bug: time of the window being inactive goes to systems' dt - [ ] love.timer.getTime() also doesn't consider that; should probably do State.getTime() - [ ] Also, in-game time should be counted in the State so it can be saved/loaded; the app-time should stay in the kernel level (if it's even needed)
Just totally redo how the time is counted in our love.run implementation