Removed some unnecessary uniform setting
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@@ -437,8 +437,10 @@ public class BlockRenderer{
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}
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if(build.team != pteam){
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build.drawTeam();
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Draw.z(Layer.block);
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if(build.block.drawTeamOverlay){
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build.drawTeam();
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Draw.z(Layer.block);
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}
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}else if(renderer.drawStatus && block.hasConsumers){
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build.drawStatus();
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}
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@@ -164,7 +164,6 @@ public class FloorRenderer{
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public void beginc(){
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shader.bind();
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shader.setUniformMatrix4("u_projectionViewMatrix", Core.camera.mat);
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shader.setUniformi("u_texture", 0);
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//only ever use the base environment texture
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texture.bind(0);
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@@ -56,7 +56,6 @@ public class IndexedRenderer implements Disposable{
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texture.bind();
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program.setUniformMatrix4("u_projTrans", combined);
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program.setUniformi("u_texture", 0);
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mesh.render(program, Gl.triangles, 0, vertices.length / vsize);
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}
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@@ -112,6 +112,8 @@ public class Block extends UnlockableContent implements Senseable{
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public int variants = 0;
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/** whether to draw a rotation arrow - this does not apply to lines of blocks */
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public boolean drawArrow = true;
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/** whether to draw the team corner by default */
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public boolean drawTeamOverlay = true;
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/** for static blocks only: if true, tile data() is saved in world data. */
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public boolean saveData;
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/** whether you can break this with rightclick */
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