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https://github.com/RandomityGuy/MBHaxe.git
synced 2026-04-28 05:31:37 +00:00
fix this finally
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parent
a8103f8a36
commit
7e5a9c0623
3 changed files with 3 additions and 5 deletions
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@ -26,6 +26,7 @@
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android:orientation="horizontal"
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android:orientation="horizontal"
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android:configChanges="keyboard|keyboardHidden|orientation|screenSize"
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android:configChanges="keyboard|keyboardHidden|orientation|screenSize"
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android:exported="true"
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android:exported="true"
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android:screenOrientation="sensorLandscape"
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>
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>
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<intent-filter>
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<action android:name="android.intent.action.MAIN" />
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@ -456,9 +456,6 @@ class MarbleWorld extends Scheduler {
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this.replay.clear();
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this.replay.clear();
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} else {
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} else {
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this.replay.rewind();
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this.replay.rewind();
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if (Util.isTouchDevice()) {
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MarbleGame.instance.touchInput.hideControls(@:privateAccess this.playGui.playGuiCtrl);
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}
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}
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}
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this.rewindManager.clear();
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this.rewindManager.clear();
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@ -621,7 +621,7 @@ class MarbleSelectGui extends GuiImage {
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dtsObj.init(null, () -> {}); // The lambda is not gonna run async anyway
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dtsObj.init(null, () -> {}); // The lambda is not gonna run async anyway
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for (mat in dtsObj.materials) {
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for (mat in dtsObj.materials) {
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mat.mainPass.enableLights = false;
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mat.mainPass.enableLights = false;
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mat.mainPass.culling = None;
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mat.mainPass.culling = Front;
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if (mat.blendMode != Alpha && mat.blendMode != Add)
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if (mat.blendMode != Alpha && mat.blendMode != Add)
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mat.mainPass.addShader(new AlphaChannel());
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mat.mainPass.addShader(new AlphaChannel());
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}
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}
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@ -686,7 +686,7 @@ class MarbleSelectGui extends GuiImage {
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dtsObj.init(null, () -> {}); // The lambda is not gonna run async anyway
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dtsObj.init(null, () -> {}); // The lambda is not gonna run async anyway
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for (mat in dtsObj.materials) {
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for (mat in dtsObj.materials) {
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mat.mainPass.enableLights = false;
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mat.mainPass.enableLights = false;
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mat.mainPass.culling = None;
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mat.mainPass.culling = Front;
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if (mat.blendMode != Alpha && mat.blendMode != Add)
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if (mat.blendMode != Alpha && mat.blendMode != Add)
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mat.mainPass.addShader(new AlphaChannel());
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mat.mainPass.addShader(new AlphaChannel());
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}
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}
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