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Do not call updateDrawList, updateDrawListShadow, and touchMapBlocks in the same frame
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@ -4075,11 +4075,12 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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runData.update_draw_list_timer += dtime;
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runData.touch_blocks_timer += dtime;
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bool draw_list_updated = false;
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float update_draw_list_delta = 0.2f;
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v3f camera_direction = camera->getDirection();
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// call only one of updateDrawList, touchMapBlocks, or updateShadow per frame
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// (the else-ifs below are intentional)
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if (runData.update_draw_list_timer >= update_draw_list_delta
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|| runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
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|| m_camera_offset_changed
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@ -4087,15 +4088,10 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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runData.update_draw_list_timer = 0;
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client->getEnv().getClientMap().updateDrawList();
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runData.update_draw_list_last_cam_dir = camera_direction;
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draw_list_updated = true;
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}
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if (runData.touch_blocks_timer > update_draw_list_delta && !draw_list_updated) {
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} else if (runData.touch_blocks_timer > update_draw_list_delta) {
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client->getEnv().getClientMap().touchMapBlocks();
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runData.touch_blocks_timer = 0;
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}
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if (RenderingEngine::get_shadow_renderer()) {
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} else if (RenderingEngine::get_shadow_renderer()) {
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updateShadows();
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}
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