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Add code that stops grid updates in regular build
This is not exposed to the end user yet, as it is buggy.
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@ -378,7 +378,7 @@ function Capture:StartCapturingLive(outputPixelScale)
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self.MapCapturingCtx:Run(nil, handleDo, handleEnd, mapCapturingCtxErrHandler)
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end
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---Gathers all entities on the screen (around x, y within radius), serializes them, appends them into entityFile and modifies those entities.
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---Gathers all entities on the screen (around x, y within radius), serializes them, appends them into entityFile and/or modifies those entities.
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---@param file file*|nil
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---@param modify boolean
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---@param x number
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@ -309,6 +309,11 @@ function Modification.RequiredChanges()
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magic["DEBUG_PAUSE_BOX2D"] = ModSettingGet("noita-mapcap.disable-physics") and "1" or "0"
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magic["DEBUG_DISABLE_POSTFX_DITHERING"] = ModSettingGet("noita-mapcap.disable-postfx") and "1" or "0"
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-- These magic numbers stop any grid updates (pixel physics), even in the release build.
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-- But any Box2D objects glitch, therefore the mod option (disable-physics) is disabled and hidden in the non dev build.
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magic["GRID_MAX_UPDATES_PER_FRAME"] = ModSettingGet("noita-mapcap.disable-physics") and "0" or "128"
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magic["GRID_MIN_UPDATES_PER_FRAME"] = ModSettingGet("noita-mapcap.disable-physics") and "1" or "40"
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if ModSettingGet("noita-mapcap.disable-postfx") then
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patches.PostFinalConst = {
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ENABLE_REFRACTION = false,
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