Fixed #5369
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@@ -201,6 +201,7 @@ public class Renderer implements ApplicationListener{
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Draw.proj(camera);
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blocks.checkChanges();
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blocks.floor.checkChanges();
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blocks.processBlocks();
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@@ -13,7 +13,6 @@ import mindustry.content.*;
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import mindustry.game.EventType.*;
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import mindustry.game.Teams.*;
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import mindustry.gen.*;
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import mindustry.ui.*;
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import mindustry.world.*;
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import mindustry.world.blocks.power.*;
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@@ -142,11 +141,21 @@ public class BlockRenderer{
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Tile other = world.tile(cx, cy);
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if(other != null){
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darkEvents.add(other.pos());
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floor.recacheTile(other);
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}
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}
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}
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}
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public void checkChanges(){
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darkEvents.each(pos -> {
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var tile = world.tile(pos);
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if(tile != null){
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tile.data = world.getWallDarkness(tile);
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}
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});
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}
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public void drawDarkness(){
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if(!darkEvents.isEmpty()){
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Draw.flush();
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@@ -156,10 +165,9 @@ public class BlockRenderer{
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darkEvents.each(pos -> {
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var tile = world.tile(pos);
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tile.data = world.getWallDarkness(tile);
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float darkness = world.getDarkness(tile.x, tile.y);
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//then draw the shadow
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Draw.colorl(!tile.isDarkened() || darkness <= 0f ? 1f : 1f - Math.min((darkness + 0.5f) / 4f, 1f));
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Draw.colorl(darkness <= 0f ? 1f : 1f - Math.min((darkness + 0.5f) / 4f, 1f));
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Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
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});
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@@ -97,7 +97,6 @@ public class FloorRenderer{
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/** Queues up a cache change for a tile. Only runs in render loop. */
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public void recacheTile(Tile tile){
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//TODO will be faster it the position also specified the layer to be recached
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//recaching all layers may not be necessary
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recacheSet.add(Point2.pack(tile.x / chunksize, tile.y / chunksize));
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}
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@@ -168,7 +167,6 @@ public class FloorRenderer{
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shader.setUniformi("u_texture", 0);
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//only ever use the base environment texture
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//TODO show error texture for anything else
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texture.bind(0);
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//enable all mesh attributes
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