Follow-up Comment #14, bug #21257 (project wesnoth):
A workaround that I have tested for the specific case of lagging with shroud
as observer to AI with skip_AI_moves is the following:
in src/unit_display.cpp, make the unit hidden for !animate_ in the
"unit_mover::proceed_to" function and then in unit_mover::finish set
u.set_hidden(was_hidden_);
This will remove all the in-between lagging frames from the unit movements.
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