TextureArrayCpuPolygonSpriteBatch is now the default batch
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@@ -11,6 +11,7 @@
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- Bug fixing and stability improvements
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**Runtime**
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- [BREAK CHANGE] `TextureArrayCpuPolygonSpriteBatch` is now the default batch implementation
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- [BREAK CHANGE] New `MainItemComponent#uniqueId` management, change from integer to a random string
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- Chained Entities and Spine' SkeletonRenderSeparator
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- Improved PhysicsActions. Add `PhysicsActions#transformTo` and `PhysicsActions#transformBy`
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Submodule hyperlap2d-runtime-libgdx updated: a3b213f76b...b2374ae63c
@@ -64,7 +64,7 @@ public class ShaderManagerDialog extends H2DDialog {
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}
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});
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String[] data = {"Simple", "Simple Array", "Distance Field", "Screen Reading"};
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String[] data = {"Simple", "Distance Field", "Screen Reading"};
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newShaderTypeSelectBox = StandardWidgetsFactory.createSelectBox(String.class);
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newShaderTypeSelectBox.setItems(data);
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+2
-6
@@ -138,18 +138,14 @@ public class ShaderManagerDialogMediator extends Mediator<ShaderManagerDialog> {
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switch (type) {
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case 0:
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vertex = DefaultShaders.DEFAULT_VERTEX_SHADER;
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fragment = DefaultShaders.DEFAULT_FRAGMENT_SHADER;
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break;
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case 1:
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vertex = DefaultShaders.DEFAULT_ARRAY_VERTEX_SHADER;
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fragment = DefaultShaders.DEFAULT_ARRAY_FRAGMENT_SHADER;
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break;
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case 2:
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case 1:
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vertex = DefaultShaders.DISTANCE_FIELD_VERTEX_SHADER;
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fragment = DefaultShaders.DISTANCE_FIELD_FRAGMENT_SHADER;
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break;
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case 3:
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case 2:
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vertex = DefaultShaders.DEFAULT_SCREE_READING_VERTEX_SHADER;
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fragment = DefaultShaders.DEFAULT_SCREE_READING_FRAGMENT_SHADER;
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break;
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