Fix PCES overflowing VRTime internal tick counter when run without a termination argument#1
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Fix PCES overflowing VRTime internal tick counter when run without a termination argument#1
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When run without arguments, PCES would set the termination argument to the max float divided by 10, which overflowed vrtime's internal tick counter and caused the simulation not to be run (due to a VERY negative until arg).
Fixed by taking the maximum ticks (divided by 2 for float rounding issues - likely OK to just subtract a value.) and passing it to TicksToSeconds (in case the user has changed the resolution) before using it as the termination value.