diff --git a/code/smartphone.js b/code/smartphone.js index d39b6a03..8bdee92c 100644 --- a/code/smartphone.js +++ b/code/smartphone.js @@ -166,11 +166,6 @@ window.runOnSmartphonesAfterBoot = function() { addHook('portalSelected', window.setAndroidPermalink); } - // Force lower render limits for mobile - window.VIEWPORT_PAD_RATIO = 0.1; - window.MAX_DRAWN_PORTALS = 500; - window.MAX_DRAWN_LINKS = 200; - window.MAX_DRAWN_FIELDS = 100; } window.setAndroidPermalink = function() { diff --git a/main.js b/main.js index 6a4146ff..3b1444bd 100644 --- a/main.js +++ b/main.js @@ -139,16 +139,8 @@ window.ON_MOVE_REFRESH = 2.5; //refresh time to use after a movement event window.MINIMUM_OVERRIDE_REFRESH = 10; //limit on refresh time since previous refresh, limiting repeated move refresh rate window.REFRESH_GAME_SCORE = 15*60; // refresh game score every 15 minutes window.MAX_IDLE_TIME = 4*60; // stop updating map after 4min idling -window.PRECACHE_PLAYER_NAMES_ZOOM = 17; // zoom level to start pre-resolving player names window.HIDDEN_SCROLLBAR_ASSUMED_WIDTH = 20; window.SIDEBAR_WIDTH = 300; -// this controls how far data is being drawn outside the viewport. Set -// it 0 to only draw entities that intersect the current view. A value -// of one will render an area twice the size of the viewport (or some- -// thing like that, Leaflet doc isn’t too specific). Setting it too low -// makes the missing data on move/zoom out more obvious. Setting it too -// high causes too many items to be drawn, making drag&drop sluggish. -window.VIEWPORT_PAD_RATIO = 0.3; // how many items to request each query window.CHAT_PUBLIC_ITEMS = 50;