I have recently switched from 1.6 to 2.0, and have spent lots of time debugging a lot of the changes you have made, (I like a lot of them!) and one thing I came across was sf::Clock::GetElapsedTime(). It used to return in a float, which I thought was really nice. It went even further than to the nearest millisecond, and never returned a 0.0f. With it returning a Uint32, it goes to the nearest millisecond, which makes me sad.
Here's why.
I'm programming a server and client for a little game I'm making to mess around with. The server has a main thread constantly accepting new players, removing them, and updating them (with a mutex!
) and then I have the second thread which is doing nothing but looping through and ticking all of the connected players. Everything was working fine, until I switched to sfml 2.0 with the clocks. I updated all of my floats to sf::Uint32 and because it returns with seconds, and my computer can tick everything so fast, it usually returns at 0, which makes everyone connected sit at a stand-still. (I would go back to sfml-1.6, but I really like 2.0 a lot better with the changes, and the pesky Socket.Bind(0); doesn't work with sfml-1.6. That's why I switched.)
So... I don't really know what to do with this problem. My people need to move, but I don't want a static number to move the players with.
Thanks for your help!