Remove "Show Shellmap" setting.
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@@ -533,38 +533,32 @@ namespace OpenRA
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if (world == null)
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return;
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// Don't tick when the shellmap is disabled
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if (world.ShouldTick)
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var isNetTick = LocalTick % NetTickScale == 0;
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if (!isNetTick || orderManager.IsReadyForNextFrame)
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{
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var isNetTick = LocalTick % NetTickScale == 0;
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++orderManager.LocalFrameNumber;
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if (!isNetTick || orderManager.IsReadyForNextFrame)
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Log.Write("debug", "--Tick: {0} ({1})", LocalTick, isNetTick ? "net" : "local");
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if (BenchmarkMode)
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Log.Write("cpu", "{0};{1}".F(LocalTick, PerfHistory.Items["tick_time"].LastValue));
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if (isNetTick)
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orderManager.Tick();
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Sync.CheckSyncUnchanged(world, () =>
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{
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++orderManager.LocalFrameNumber;
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world.OrderGenerator.Tick(world);
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world.Selection.Tick(world);
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});
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Log.Write("debug", "--Tick: {0} ({1})", LocalTick, isNetTick ? "net" : "local");
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world.Tick();
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if (BenchmarkMode)
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Log.Write("cpu", "{0};{1}".F(LocalTick, PerfHistory.Items["tick_time"].LastValue));
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if (isNetTick)
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orderManager.Tick();
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Sync.CheckSyncUnchanged(world, () =>
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{
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world.OrderGenerator.Tick(world);
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world.Selection.Tick(world);
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});
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world.Tick();
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PerfHistory.Tick();
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}
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else if (orderManager.NetFrameNumber == 0)
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orderManager.LastTickTime = RunTime;
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}
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else
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PerfHistory.Tick();
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}
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else if (orderManager.NetFrameNumber == 0)
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orderManager.LastTickTime = RunTime;
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// Wait until we have done our first world Tick before TickRendering
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if (orderManager.LocalFrameNumber > 0)
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@@ -132,9 +132,6 @@ namespace OpenRA.Graphics
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RefreshPalette();
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if (World.Type == WorldType.Shellmap && !Game.Settings.Game.ShowShellmap)
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return;
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var renderables = GenerateRenderables();
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var bounds = Viewport.GetScissorBounds(World.Type != WorldType.Editor);
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Game.Renderer.EnableScissor(bounds);
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@@ -158,8 +158,6 @@ namespace OpenRA
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public string Platform = "Default";
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public bool ShowShellmap = true;
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public bool ViewportEdgeScroll = true;
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public bool LockMouseWindow = false;
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public MouseScrollType MiddleMouseScroll = MouseScrollType.Standard;
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@@ -307,7 +307,6 @@ namespace OpenRA
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorRemoved = _ => { };
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public bool ShouldTick { get { return Type != WorldType.Shellmap || Game.Settings.Game.ShowShellmap; } }
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public bool Paused { get; internal set; }
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public bool PredictedPaused { get; internal set; }
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public bool PauseStateLocked { get; set; }
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