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https://github.com/Anuken/Mindustry.git
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argh
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@ -33,7 +33,7 @@ public class BlockRenderer implements Disposable{
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private float brokenFade = 0f;
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private FrameBuffer shadows = new FrameBuffer();
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private FrameBuffer dark = new FrameBuffer();
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private Seq<Tilec> outArray2 = new Seq<>();
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private Seq<Building> outArray2 = new Seq<>();
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private Seq<Tile> shadowEvents = new Seq<>();
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private IntSet processedEntities = new IntSet();
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private boolean displayStatus = false;
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@ -82,7 +82,7 @@ public class BlockRenderer implements Disposable{
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dark.end();
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});
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Events.on(TileChangeEvent.class, event -> {
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Events.on(BuildinghangeEvent.class, event -> {
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shadowEvents.add(event.tile);
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int avgx = (int)(camera.position.x / tilesize);
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@ -205,8 +205,8 @@ public class BlockRenderer implements Disposable{
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lightview.add(tile);
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}
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if(tile.entity != null && tile.entity.power() != null && tile.entity.power().links.size > 0){
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for(Tilec other : tile.entity.getPowerConnections(outArray2)){
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if(tile.entity != null && tile.entity.power != null && tile.entity.power.links.size > 0){
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for(Building other : tile.entity.getPowerConnections(outArray2)){
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if(other.block() instanceof PowerNode){ //TODO need a generic way to render connections!
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tileview.add(other.tile());
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}
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@ -229,7 +229,7 @@ public class BlockRenderer implements Disposable{
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for(int i = 0; i < tileview.size; i++){
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Tile tile = tileview.items[i];
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Block block = tile.block();
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Tilec entity = tile.entity;
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Building entity = tile.entity;
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Draw.z(Layer.block);
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@ -260,7 +260,7 @@ public class BlockRenderer implements Disposable{
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//draw lights
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for(int i = 0; i < lightview.size; i++){
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Tile tile = lightview.items[i];
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Tilec entity = tile.entity;
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Building entity = tile.entity;
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if(entity != null){
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entity.drawLight();
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