UI fixes; fixed conveyor infinite item pileup
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@@ -38,7 +38,7 @@ import io.anuke.ucore.util.*;
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public class Renderer extends RendererModule{
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String[] surfaces = { "shadow", "shield", "pixel", "indicators" };
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int targetscale = baseCameraScale;
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int chunksize = 32;
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int chunksize = 16;
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int[][][] cache;
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FloatArray shieldHits = new FloatArray();
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float shieldHitDuration = 18f;
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@@ -171,23 +171,29 @@ public class BlocksFragment implements Fragment{
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GameState.set(State.paused);
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FloatingDialog d = new FloatingDialog("Block Info");
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Table table = new Table();
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table.defaults().pad(1f).units(Unit.dp);
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ScrollPane pane = new ScrollPane(table, "clear");
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pane.setFadeScrollBars(false);
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Table top = new Table();
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top.left();
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top.add(new Image(Draw.region(recipe.result.name))).size(8*5 * recipe.result.width).units(Unit.dp);
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top.add("[orange]"+recipe.result.formalName).padLeft(6f).units(Unit.dp);
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d.content().add(top).fill().left();
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d.content().row();
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d.content().add(desclabel).width(600).units(Unit.dp);
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d.content().row();
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table.add(top).fill().left();
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table.row();
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table.add(desclabel).width(600).units(Unit.dp);
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table.row();
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d.content().add(pane).grow();
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if(statlist.size > 0){
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d.content().add("[coral][[extra block info]:").padTop(6).padBottom(5).left();
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d.content().row();
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table.add("[coral][[extra block info]:").padTop(6).padBottom(5).left();
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table.row();
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}
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for(String s : statlist){
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d.content().add(s).left();
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d.content().row();
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table.add(s).left();
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table.row();
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}
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d.buttons().addButton("OK", ()->{
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@@ -120,7 +120,7 @@ public class Conveyor extends Block{
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int direction = source == null ? 0 : Math.abs(source.relativeTo(dest.x, dest.y) - dest.getRotation());
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float minitem = dest.<ConveyorEntity>entity().minitem;
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return ((direction == 0) && minitem > 0.05f) ||
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((direction %2 == 1) && minitem > 0.5f);
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((direction %2 == 1) && minitem > 0.52f);
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}
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@Override
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