don't remove portals by level when starting a render pass
- unclaimed are shown when we ask for L1 - helps preserve more data as you zoom out and links create 'placeholder' portals we already have more data for
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@ -25,7 +25,7 @@ window.Render.prototype.startRenderPass = function(level,bounds) {
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// this will just avoid a few entity removals at start of render when they'll just be added again
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// this will just avoid a few entity removals at start of render when they'll just be added again
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var paddedBounds = bounds.pad(0.1);
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var paddedBounds = bounds.pad(0.1);
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this.clearPortalsBelowLevelOrOutsideBounds(level,paddedBounds);
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this.clearPortalsOutsideBounds(paddedBounds);
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this.clearLinksOutsideBounds(paddedBounds);
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this.clearLinksOutsideBounds(paddedBounds);
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this.clearFieldsOutsideBounds(paddedBounds);
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this.clearFieldsOutsideBounds(paddedBounds);
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@ -34,12 +34,12 @@ window.Render.prototype.startRenderPass = function(level,bounds) {
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this.rescalePortalMarkers();
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this.rescalePortalMarkers();
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}
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}
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window.Render.prototype.clearPortalsBelowLevelOrOutsideBounds = function(level,bounds) {
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window.Render.prototype.clearPortalsOutsideBounds = function(bounds) {
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var count = 0;
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var count = 0;
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for (var guid in window.portals) {
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for (var guid in window.portals) {
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var p = portals[guid];
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var p = portals[guid];
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// clear portals below specified level - unless it's the selected portal, or it's relevant to artifacts
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// clear portals outside visible bounds - unless it's the selected portal, or it's relevant to artifacts
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if ((parseInt(p.options.level) < level || !bounds.contains(p.getLatLng())) && guid !== selectedPortal && !artifact.isInterestingPortal(guid)) {
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if (!bounds.contains(p.getLatLng()) && guid !== selectedPortal && !artifact.isInterestingPortal(guid)) {
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this.deletePortalEntity(guid);
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this.deletePortalEntity(guid);
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count++;
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count++;
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}
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}
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