Split IFinalizedRenderable from Renderable to remove mutable structs.
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@@ -77,7 +77,7 @@ namespace OpenRA.Graphics
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public void AddPalette(string name, ImmutablePalette pal, bool allowModifiers) { palette.AddPalette(name, pal, allowModifiers); }
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public void ReplacePalette(string name, IPalette pal) { palette.ReplacePalette(name, pal); palettes[name].Palette = pal; }
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List<IRenderable> GenerateRenderables()
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List<IFinalizedRenderable> GenerateRenderables()
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{
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var actors = World.ScreenMap.ActorsInBox(Viewport.TopLeft, Viewport.BottomRight)
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.Append(World.WorldActor);
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@@ -100,12 +100,9 @@ namespace OpenRA.Graphics
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if (World.OrderGenerator != null)
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effectRenderables = effectRenderables.Concat(World.OrderGenerator.RenderAfterWorld(this, World));
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// Iterating via foreach copies the structs, so enumerate by index
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var renderables = worldRenderables.Concat(effectRenderables).ToList();
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Game.Renderer.WorldVoxelRenderer.BeginFrame();
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for (var i = 0; i < renderables.Count; i++)
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renderables[i].BeforeRender(this);
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var renderables = worldRenderables.Concat(effectRenderables)
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.Select(r => r.PrepareRender(this)).ToList();
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Game.Renderer.WorldVoxelRenderer.EndFrame();
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return renderables;
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@@ -146,21 +143,19 @@ namespace OpenRA.Graphics
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var overlayRenderables = World.Selection.Actors.Where(a => !a.Destroyed)
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.SelectMany(a => a.TraitsImplementing<IPostRenderSelection>())
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.SelectMany(t => t.RenderAfterWorld(this))
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.ToList();
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.SelectMany(t => t.RenderAfterWorld(this));
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Game.Renderer.WorldVoxelRenderer.BeginFrame();
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for (var i = 0; i < overlayRenderables.Count; i++)
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overlayRenderables[i].BeforeRender(this);
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var finalOverlayRenderables = overlayRenderables.Select(r => r.PrepareRender(this));
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Game.Renderer.WorldVoxelRenderer.EndFrame();
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// HACK: Keep old grouping behaviour
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foreach (var g in overlayRenderables.GroupBy(prs => prs.GetType()))
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foreach (var g in finalOverlayRenderables.GroupBy(prs => prs.GetType()))
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foreach (var r in g)
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r.Render(this);
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if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
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foreach (var g in overlayRenderables.GroupBy(prs => prs.GetType()))
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foreach (var g in finalOverlayRenderables.GroupBy(prs => prs.GetType()))
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foreach (var r in g)
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r.RenderDebugGeometry(this);
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