Introduce World and UI rendering phases.
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@@ -679,21 +679,18 @@ namespace OpenRA
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}
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// worldRenderer is null during the initial install/download screen
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if (worldRenderer != null)
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// World rendering is disabled while the loading screen is displayed
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// Use worldRenderer.World instead of OrderManager.World to avoid a rendering mismatch while processing orders
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if (worldRenderer != null && !worldRenderer.World.IsLoadingGameSave)
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{
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Renderer.BeginFrame(worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.Zoom);
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Renderer.BeginWorld(worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.Zoom);
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Sound.SetListenerPosition(worldRenderer.Viewport.CenterPosition);
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// World rendering is disabled while the loading screen is displayed
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// Use worldRenderer.World instead of OrderManager.World to avoid a rendering mismatch while processing orders
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if (!worldRenderer.World.IsLoadingGameSave)
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worldRenderer.Draw();
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worldRenderer.Draw();
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}
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else
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Renderer.BeginFrame(int2.Zero, 1f);
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using (new PerfSample("render_widgets"))
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{
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Renderer.BeginUI();
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Ui.Draw();
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if (ModData != null && ModData.CursorProvider != null)
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