Removed sector camera clamp / Added map edge padding / Turret sprite fix
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@@ -15,6 +15,7 @@ import io.anuke.ucore.scene.ui.layout.Table;
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import static io.anuke.mindustry.Vars.renderer;
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import static io.anuke.mindustry.Vars.showFog;
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import static io.anuke.mindustry.Vars.world;
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public class Minimap extends Table{
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@@ -39,9 +40,27 @@ public class Minimap extends Table{
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if(showFog){
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renderer.fog().getTexture().setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
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draw.getRegion().setTexture(renderer.fog().getTexture());
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draw.getRegion().setV(1f - draw.getRegion().getV());
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draw.getRegion().setV2(1f - draw.getRegion().getV2());
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TextureRegion r = draw.getRegion();
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float pad = renderer.fog().getPadding();
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float px = r.getU() * world.width() + pad;
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float py = r.getV() * world.height() + pad;
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float px2 = r.getU2() * world.width() + pad;
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float py2 = r.getV2() * world.height() + pad;
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r.setTexture(renderer.fog().getTexture());
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r.setU(px / (world.width() + pad*2f));
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r.setV(1f - py / (world.height() + pad*2f));
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r.setU2(px2 / (world.width() + pad*2f));
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r.setV2(1f - py2 / (world.height() + pad*2f));
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//r.setV(1f - draw.getRegion().getV());
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//r.setV2(1f - draw.getRegion().getV2());
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//r.setU(r.getU() + renderer.fog().getPadding()/(float)(world.width() + renderer.fog().getPadding()*2) * renderer.minimap().getZoom());
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//r.setV(r.getV() - renderer.fog().getPadding()/(float)(world.height() + renderer.fog().getPadding()*2) * renderer.minimap().getZoom());
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//r.setU2(r.getU2() - renderer.fog().getPadding()/(float)(world.width() + renderer.fog().getPadding()*2) * renderer.minimap().getZoom());
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//r.setV2(r.getV2() + renderer.fog().getPadding()/(float)(world.height() + renderer.fog().getPadding()*2) * renderer.minimap().getZoom());
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Graphics.shader(Shaders.fog);
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super.draw(batch, parentAlpha);
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