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https://github.com/yairm210/Unciv.git
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Solved #413 probable (ANR trying to load super-huge autosave game) by disabling the update() in the initialize, instead setting shouldUpdate to true by default so it'll update in the rendering thread
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@ -12,7 +12,7 @@ Made with LibGDX on Android Studio
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# What's been implemented?
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# What's been implemented?
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* Map tiles, resources and improvements
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* Map tiles (including water), resources and improvements
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* Units and movement
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* Units and movement
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* Cities, production and buildings
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* Cities, production and buildings
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* Population and Specialists
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* Population and Specialists
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@ -20,12 +20,12 @@ Made with LibGDX on Android Studio
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* Combat and barbarians
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* Combat and barbarians
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* Promotions and combat modifiers
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* Promotions and combat modifiers
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* Other civilizations, diplomacy and trade
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* Other civilizations, diplomacy and trade
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* Hotseat multiplayer
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# What's next?
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# What's next?
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* UI+UX improvements (suggestions welcome!)
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* UI+UX improvements (suggestions welcome!)
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* Map editor
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* Water tiles!
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## So, does it work?
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## So, does it work?
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@ -22,7 +22,7 @@ android {
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minSdkVersion 14
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minSdkVersion 14
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targetSdkVersion 28
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targetSdkVersion 28
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versionCode 190
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versionCode 190
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versionName "2.11.8"
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versionName "2.12.0"
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}
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}
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// Had to add this crap for Travis to build, it wanted to sign the app
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// Had to add this crap for Travis to build, it wanted to sign the app
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@ -76,7 +76,8 @@ class WorldScreen : CameraStageBaseScreen() {
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displayTutorials("NewGame")
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displayTutorials("NewGame")
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displayTutorials("TileLayout")
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displayTutorials("TileLayout")
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update()
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createNextTurnButton() // needs civ table to be positioned
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val tileToCenterOn: Vector2 =
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val tileToCenterOn: Vector2 =
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when {
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when {
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@ -85,7 +86,6 @@ class WorldScreen : CameraStageBaseScreen() {
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else -> Vector2.Zero
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else -> Vector2.Zero
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}
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}
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tileMapHolder.setCenterPosition(tileToCenterOn)
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tileMapHolder.setCenterPosition(tileToCenterOn)
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createNextTurnButton() // needs civ table to be positioned
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}
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}
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// This is private so that we will set the shouldUpdate to true instead.
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// This is private so that we will set the shouldUpdate to true instead.
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@ -261,7 +261,7 @@ class WorldScreen : CameraStageBaseScreen() {
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}
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}
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}
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}
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var shouldUpdate=false
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var shouldUpdate=true
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override fun render(delta: Float) {
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override fun render(delta: Float) {
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if(shouldUpdate){ // This is so that updates happen in the MAIN THREAD, where there is a GL Context,
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if(shouldUpdate){ // This is so that updates happen in the MAIN THREAD, where there is a GL Context,
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if(currentPlayerCiv!=gameInfo.getCurrentPlayerCivilization()){
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if(currentPlayerCiv!=gameInfo.getCurrentPlayerCivilization()){
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@ -300,5 +300,4 @@ class WorldScreen : CameraStageBaseScreen() {
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super.render(delta)
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super.render(delta)
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}
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}
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}
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}
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