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Remove experimental rendering (experiment unsuccessful)
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@ -737,7 +737,6 @@ Unit icon opacity =
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### Performance subgroup
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Continuous rendering =
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Experimental rendering improvements =
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When disabled, saves battery life but certain animations will be suspended =
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## Gameplay tab
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@ -78,7 +78,6 @@ class GameSettings {
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val showPixelUnits: Boolean get() = unitSet != null
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var showPixelImprovements: Boolean = true
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var continuousRendering = false
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var experimentalRendering = false
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var orderTradeOffersByAmount = true
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var confirmNextTurn = false
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var windowState = WindowState()
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@ -99,12 +99,6 @@ fun displayTab(
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)
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continuousRenderingLabel.wrap = true
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add(continuousRenderingLabel).colspan(2).padTop(10f).row()
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optionsPopup.addCheckbox(this, "Experimental rendering improvements", settings.experimentalRendering) {
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settings.experimentalRendering = it
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onChange()
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}
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}
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private fun addMinimapSizeSlider(table: Table, settings: GameSettings, selectBoxMinWidth: Float) {
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File diff suppressed because it is too large
Load Diff
@ -6,7 +6,6 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.math.Rectangle
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import com.badlogic.gdx.scenes.scene2d.Stage
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import com.badlogic.gdx.utils.viewport.Viewport
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import com.unciv.UncivGame
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import com.unciv.logic.event.Event
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import com.unciv.logic.event.EventBus
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import com.unciv.ui.crashhandling.wrapCrashHandling
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@ -18,18 +17,7 @@ import com.unciv.utils.Log
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class UncivStage(viewport: Viewport) : Stage(viewport, getBatch()) {
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companion object {
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fun getBatch(size: Int=1000): Batch {
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// If for some reason it fails, we resort to usual SpriteBatch
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return if (UncivGame.Current.settings.experimentalRendering) {
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try {
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TextureArraySpriteBatch(size)
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} catch (e: Exception) {
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SpriteBatch(size)
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}
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} else {
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SpriteBatch(size)
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}
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}
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fun getBatch(size: Int=1000): Batch = SpriteBatch(size)
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}
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/**
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