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https://github.com/curioustorvald/Terrarum.git
synced 2026-06-17 22:14:05 +09:00
discarding the idea of baking assembledsprite onto a spritesheet; revert to the commit right before this to completely scrap the efforts
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@@ -375,6 +375,8 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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// don't put it on the postInit() or render(); postInitForNewGame calls this function on the savegamewriter's callback
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makeSavegameBackupCopy(getWorldSaveFiledesc(worldSavefileName))
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makeSavegameBackupCopy(getPlayerSaveFiledesc(playerSavefileName))
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printdbg(this, "postInitForLoadFromSave exit")
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}
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private val autosaveOnErrorAction = { e: Throwable -> uiAutosaveNotifier.setAsError() }
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@@ -703,7 +705,6 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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gameFullyLoaded = true
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}
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ingameController.update()
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@@ -725,8 +726,6 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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}
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setDebugTime("Ingame.UpdateCounter", i)
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/** RENDER CODE GOES HERE */
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measureDebugTime("Ingame.Render") { renderGame() }
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@@ -768,7 +767,6 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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////////////////////////////
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FeaturesDrawer.update(delta)
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///////////////////////////
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// actor-related updates //
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///////////////////////////
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@@ -822,6 +820,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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WORLD_UPDATE_TIMER += 1
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}
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if (!paused || newWorldLoadedLatch) {
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// completely consume block change queues because why not
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terrainChangeQueue.clear()
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@@ -831,7 +830,6 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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oldSelectedWireRenderClass = selectedWireRenderClass
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}
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////////////////////////
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// ui-related updates //
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////////////////////////
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@@ -1105,7 +1103,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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// rebuild the disk skimmers
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INGAME.actorContainerActive.filterIsInstance<IngamePlayer>().forEach {
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printdbg(this, "Game Save callback -- rebuilding the disk skimmer for IngamePlayer ${it.actorValue.getAsString(AVKey.NAME)}")
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it.rebuildingDiskSkimmer?.rebuild()
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// it.rebuildingDiskSkimmer?.rebuild()
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}
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// return to normal state
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