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Resolved #12188 - WLTK + continuous rendering no longer cause city tiles to be dimmed
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@ -276,7 +276,7 @@ class CityScreen(
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tileGroup.layerMisc.addHexOutline(first.cpy().apply { this.a = second }) }
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tileGroup.layerMisc.addHexOutline(first.cpy().apply { this.a = second }) }
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}
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}
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if (fireworks == null || tileGroup.tile.position != city.location) continue
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if (fireworks != null && tileGroup.tile.position == city.location)
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fireworks.setActorBounds(tileGroup)
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fireworks.setActorBounds(tileGroup)
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}
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}
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}
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}
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@ -340,7 +340,7 @@ class CityScreen(
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val tileSetStrings = TileSetStrings(city.civ.gameInfo.ruleset, game.settings)
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val tileSetStrings = TileSetStrings(city.civ.gameInfo.ruleset, game.settings)
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val cityTileGroups = city.getCenterTile().getTilesInDistance(viewRange)
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val cityTileGroups = city.getCenterTile().getTilesInDistance(viewRange)
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.filter { selectedCiv.hasExplored(it) }
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.filter { selectedCiv.hasExplored(it) }
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.map { CityTileGroup(city, it, tileSetStrings, fireworks != null) }
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.map { CityTileGroup(city, it, tileSetStrings, false) }
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for (tileGroup in cityTileGroups) {
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for (tileGroup in cityTileGroups) {
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tileGroup.onClick { tileGroupOnClick(tileGroup, city) }
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tileGroup.onClick { tileGroupOnClick(tileGroup, city) }
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