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remove RenderObjectLayer::update. now all layers are updated, always.
The original use case of the update flag was to prevent those layers that only had map Element tiles on them to update each tile, which would be very slow and most tiles never had any reason to be updated. (Those that needed to were tracked in a separate list.) Since the map Element class does no longer exist and tiles are handled much more efficiently now, it makes sense to not arbitarily disable object updates for layers that used to have only map tiles on them. Note to self: This fixes the skeleton entities properly reacting to shots now when placed on tile layers.
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5 changed files with 0 additions and 17 deletions
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@ -2558,8 +2558,6 @@ void Game::applyState()
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useWaterLevel = false;
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useWaterLevel = false;
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waterLevel = saveWaterLevel = 0;
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waterLevel = saveWaterLevel = 0;
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dsq->getRenderObjectLayer(LR_BLACKGROUND)->update = false;
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grad = 0;
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grad = 0;
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maxLookDistance = 600;
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maxLookDistance = 600;
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saveFile = 0;
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saveFile = 0;
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@ -4754,8 +4752,6 @@ void Game::removeState()
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if (core->afterEffectManager)
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if (core->afterEffectManager)
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core->afterEffectManager->clear();
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core->afterEffectManager->clear();
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dsq->getRenderObjectLayer(LR_BLACKGROUND)->update = true;
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if (saveFile)
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if (saveFile)
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{
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{
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delete saveFile;
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delete saveFile;
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@ -2337,7 +2337,6 @@ void SceneEditor::toggle(bool on)
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if (on)
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if (on)
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{
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{
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btnMenu->alpha = 1;
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btnMenu->alpha = 1;
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dsq->getRenderObjectLayer(LR_BLACKGROUND)->update = true;
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dsq->tileRenders[bgLayer]->renderBorders = true;
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dsq->tileRenders[bgLayer]->renderBorders = true;
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game->togglePause(on);
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game->togglePause(on);
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@ -2352,11 +2351,6 @@ void SceneEditor::toggle(bool on)
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dsq->darkLayer.toggle(false);
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dsq->darkLayer.toggle(false);
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for (int i = LR_ELEMENTS1; i <= LR_ELEMENTS8; i++)
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{
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dsq->getRenderObjectLayer(i)->update = true;
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}
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oldGlobalScale = core->globalScale;
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oldGlobalScale = core->globalScale;
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const float cameraOffset = 1/oldGlobalScale.x - 1/zoom.x;
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const float cameraOffset = 1/oldGlobalScale.x - 1/zoom.x;
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core->cameraPos.x += cameraOffset * core->getVirtualWidth()/2;
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core->cameraPos.x += cameraOffset * core->getVirtualWidth()/2;
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@ -2375,7 +2369,6 @@ void SceneEditor::toggle(bool on)
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movingEntity = 0;
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movingEntity = 0;
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dsq->getRenderObjectLayer(LR_BLACKGROUND)->update = false;
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dsq->tileRenders[bgLayer]->renderBorders = false;
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dsq->tileRenders[bgLayer]->renderBorders = false;
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game->togglePause(on);
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game->togglePause(on);
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@ -1059,9 +1059,6 @@ void Core::updateRenderObjects(float dt)
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RenderObjectLayer *rl = &renderObjectLayers[c];
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RenderObjectLayer *rl = &renderObjectLayers[c];
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if (!rl->update)
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continue;
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for (RenderObject *r = rl->getFirst(); r; r = rl->getNext())
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for (RenderObject *r = rl->getFirst(); r; r = rl->getNext())
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{
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{
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r->update(dt);
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r->update(dt);
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@ -171,8 +171,6 @@ public:
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Vector followCameraMult; // calculated based on followCameraLock
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Vector followCameraMult; // calculated based on followCameraLock
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int followCameraLock;
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int followCameraLock;
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bool update;
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PreRenderFunc preRender;
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PreRenderFunc preRender;
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PostRenderFunc postRender;
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PostRenderFunc postRender;
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@ -30,7 +30,6 @@ RenderObjectLayer::RenderObjectLayer()
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visible = true;
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visible = true;
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startPass = endPass = 0;
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startPass = endPass = 0;
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followCameraLock = FCL_NONE;
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followCameraLock = FCL_NONE;
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update = true;
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const int size = renderObjects.size();
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const int size = renderObjects.size();
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for (int i = 0; i < size; i++)
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for (int i = 0; i < size; i++)
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