Merged 4x graphics
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@@ -82,11 +82,12 @@ public class BlockRenderer{
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return;
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}
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int shadowW = rangex * tilesize*2, shadowH = rangey * tilesize*2;
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int shadowW = (int)(rangex * tilesize*2/Draw.scl), shadowH = (int)(rangey * tilesize*2/Draw.scl);
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teamChecks.clear();
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requestidx = 0;
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//TODO fix shadows
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Draw.flush();
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Draw.proj().setOrtho(Mathf.round(camera.position.x, tilesize)-shadowW/2f, Mathf.round(camera.position.y, tilesize)-shadowH/2f,
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shadowW, shadowH);
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@@ -136,6 +137,7 @@ public class BlockRenderer{
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}
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}
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//TODO proper shadows
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Draw.flush();
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shadows.end();
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@@ -149,10 +151,6 @@ public class BlockRenderer{
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lastRangeY = rangey;
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}
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public int getRequests(){
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return requestidx;
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}
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public void drawBlocks(Layer stopAt){
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for(; iterateidx < requestidx; iterateidx++){
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@@ -21,8 +21,7 @@ import io.anuke.mindustry.world.blocks.Floor;
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import java.util.Arrays;
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import static io.anuke.mindustry.Vars.tilesize;
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import static io.anuke.mindustry.Vars.world;
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import static io.anuke.mindustry.Vars.*;
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public class FloorRenderer{
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private final static int chunksize = 64;
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@@ -194,7 +193,7 @@ public class FloorRenderer{
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if(cbatch != null) cbatch.dispose();
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int chunksx = Mathf.ceil((float) (world.width()) / chunksize),
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chunksy = Mathf.ceil((float) (world.height()) / chunksize) ;
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chunksy = Mathf.ceil((float) (world.height()) / chunksize) ;
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cache = new Chunk[chunksx][chunksy];
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cbatch = new CacheBatch(world.width() * world.height() * 4 * 4);
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@@ -11,11 +11,11 @@ import io.anuke.arc.math.Mathf;
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public class Shapes{
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public static void laser(String line, String edge, float x, float y, float x2, float y2, float scale){
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laser(line, edge, x, y, x2, y2, Mathf.atan2(x2 - x, y2 - y), scale);
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laser(line, edge, x, y, x2, y2, Mathf.angle(x2 - x, y2 - y), scale);
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}
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public static void laser(String line, String edge, float x, float y, float x2, float y2){
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laser(line, edge, x, y, x2, y2, Mathf.atan2(x2 - x, y2 - y), 1f);
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laser(line, edge, x, y, x2, y2, Mathf.angle(x2 - x, y2 - y), 1f);
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}
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public static void laser(String line, String edge, float x, float y, float x2, float y2, float rotation, float scale){
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