Rendering cleanup
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@@ -1,22 +1,16 @@
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package io.anuke.mindustry.graphics;
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import io.anuke.arc.Core;
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import io.anuke.arc.Events;
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import io.anuke.arc.collection.Array;
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import io.anuke.arc.collection.Sort;
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import io.anuke.arc.*;
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import io.anuke.arc.collection.*;
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import io.anuke.arc.graphics.Color;
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import io.anuke.arc.graphics.Texture.TextureFilter;
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import io.anuke.arc.graphics.g2d.Draw;
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import io.anuke.arc.graphics.g2d.Fill;
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import io.anuke.arc.graphics.g2d.*;
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import io.anuke.arc.graphics.glutils.FrameBuffer;
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import io.anuke.arc.util.Disposable;
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import io.anuke.arc.util.Tmp;
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import io.anuke.arc.util.*;
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import io.anuke.mindustry.content.Blocks;
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import io.anuke.mindustry.game.EventType.TileChangeEvent;
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import io.anuke.mindustry.game.EventType.WorldLoadEvent;
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import io.anuke.mindustry.game.EventType.*;
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import io.anuke.mindustry.game.Team;
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import io.anuke.mindustry.world.Block;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.mindustry.world.*;
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import static io.anuke.arc.Core.camera;
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import static io.anuke.mindustry.Vars.*;
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@@ -55,7 +55,7 @@ public class Pixelator implements Disposable{
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Draw.rect(Draw.wrap(buffer.getTexture()), Core.camera.position.x, Core.camera.position.y, Core.camera.width, -Core.camera.height);
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Draw.blend();
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renderer.drawAndInterpolate(playerGroup, p -> !p.isDead() && !p.isLocal, Player::drawName);
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renderer.draw(playerGroup, p -> !p.isDead() && !p.isLocal, Player::drawName);
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Core.camera.position.set(px, py);
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Core.settings.put("animatedwater", hadWater);
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