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Fix belt rendering bug
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parent
182b62d604
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@ -256,7 +256,7 @@ export class BeltSystem extends GameSystemWithFilter {
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maxProgress = Math.min(2, 1 - globalConfig.itemSpacingOnBelts + spacingOnBelt);
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// Useful check, but hurts performance
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// assert(maxProgress >= 0.0, "max progress < 0 (I)");
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// assert(maxProgress >= 0.0, "max progress < 0 (I) (" + maxProgress + ")");
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}
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}
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@ -280,12 +280,16 @@ export class BeltSystem extends GameSystemWithFilter {
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const progressAndItem = items[itemIndex];
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progressAndItem[0] = Math.min(maxProgress, progressAndItem[0] + speedMultiplier * beltSpeed);
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assert(progressAndItem[0] >= 0, "Bad progress: " + progressAndItem[0]);
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if (progressAndItem[0] >= 1.0) {
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if (beltComp.followUpCache) {
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const followUpBelt = beltComp.followUpCache.components.Belt;
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if (followUpBelt.canAcceptItem()) {
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followUpBelt.takeItem(progressAndItem[1], progressAndItem[0] - takeoverOffset);
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followUpBelt.takeItem(
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progressAndItem[1],
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Math_max(0, progressAndItem[0] - takeoverOffset)
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);
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items.splice(itemIndex, 1);
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} else {
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// Well, we couldn't really take it to a follow up belt, keep it at
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@ -215,7 +215,7 @@ export const allApplicationSettings = [
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}),
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new EnumSetting("refreshRate", {
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options: ["60", "100", "144", "165", "250", "500"],
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options: ["60", "100", "144", "165", "250", G_IS_DEV ? "10" : "500"],
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valueGetter: rate => rate,
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textGetter: rate => rate + " Hz",
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category: categoryGame,
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