now we no longer can reconstruct missing short links from the portal data, and the backend servers already cull short links from the data, there's no point in skipping display of short links
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@ -10,9 +10,6 @@ window.Render = function() {
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this.CLUSTER_SIZE = L.Browser.mobile ? 10 : 4; // the map is divided into squares of this size in pixels for clustering purposes. mobile uses larger markers, so therefore larger clustering areas
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this.CLUSTER_PORTAL_LIMIT = 4; // no more than this many portals are drawn in each cluster square
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// link length, in pixels, to be visible. use the portal cluster size, as shorter than this is likely hidden
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// under the portals
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this.LINK_VISIBLE_PIXEL_LENGTH = this.CLUSTER_SIZE;
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this.entityVisibilityZoom = undefined;
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@ -398,12 +395,8 @@ window.Render.prototype.createLinkEntity = function(ent,faked) {
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window.links[ent[0]] = poly;
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// only add the link to the layer if it's long enough to be seen
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if (this.linkVisible(poly)) {
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linksFactionLayers[poly.options.team].addLayer(poly);
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}
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}
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@ -412,7 +405,6 @@ window.Render.prototype.updateEntityVisibility = function() {
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this.entityVisibilityZoom = map.getZoom();
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this.resetPortalClusters();
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this.resetLinkVisibility();
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if (this.portalMarkerScale === undefined || this.portalMarkerScale != portalMarkerScale()) {
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this.portalMarkerScale = portalMarkerScale();
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@ -544,24 +536,3 @@ window.Render.prototype.getLinkPixelLength = function(link) {
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}
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window.Render.prototype.linkVisible = function(link) {
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var length = this.getLinkPixelLength (link);
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return length >= this.LINK_VISIBLE_PIXEL_LENGTH;
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}
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window.Render.prototype.resetLinkVisibility = function() {
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for (var guid in window.links) {
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var link = window.links[guid];
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var visible = this.linkVisible(link);
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if (visible) {
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if (!linksFactionLayers[link.options.team].hasLayer(link)) linksFactionLayers[link.options.team].addLayer(link);
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} else {
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if (linksFactionLayers[link.options.team].hasLayer(link)) linksFactionLayers[link.options.team].removeLayer(link);
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}
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}
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}
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