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https://github.com/curioustorvald/Terrarum.git
synced 2026-06-18 22:44:04 +09:00
tile damage and wire layers are now save/loaded
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@@ -560,7 +560,7 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
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// will also queue up the block/wall/wire placed events
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ingameController.update()
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if (!paused) {
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if (!paused || newWorldLoadedLatch) {
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//hypothetical_input_capturing_function_if_you_finally_decided_to_forgo_gdx_input_processor_and_implement_your_own_to_synchronise_everything()
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@@ -583,7 +583,7 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
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// fill up visibleActorsRenderFront for wires, if:
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// 1. something is cued on the wire change queue
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// 2. wire renderclass changed
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if (wireChangeQueue.isNotEmpty() || selectedWireRenderClass != oldSelectedWireRenderClass) {
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if (newWorldLoadedLatch || wireChangeQueue.isNotEmpty() || selectedWireRenderClass != oldSelectedWireRenderClass) {
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measureDebugTime("Ingame.FillUpWiresBuffer") {
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fillUpWiresBuffer()
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}
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@@ -614,7 +614,7 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
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}
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if (!paused) {
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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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wallChangeQueue.clear()
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@@ -638,6 +638,8 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
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}
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//println("paused = $paused")
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if (!paused && newWorldLoadedLatch) newWorldLoadedLatch = false
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}
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