fix: on_render called while paused
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@@ -98,7 +98,7 @@ void LevelScreen::saveWorldPreview() {
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Viewport viewport(previewSize * 1.5, previewSize);
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DrawContext ctx(&pctx, viewport, batch.get());
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worldRenderer->draw(ctx, &camera, false, postProcessing.get());
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worldRenderer->draw(ctx, &camera, false, true, postProcessing.get());
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auto image = postProcessing->toImage();
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image->flipY();
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imageio::write(paths->resolve("world:preview.png").u8string(), image.get());
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@@ -161,7 +161,7 @@ void LevelScreen::draw(float) {
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Viewport viewport(Window::width, Window::height);
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DrawContext ctx(nullptr, viewport, batch.get());
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worldRenderer->draw(ctx, camera.get(), hudVisible, postProcessing.get());
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worldRenderer->draw(ctx, camera.get(), hudVisible, hud->isPause(), postProcessing.get());
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if (hudVisible) {
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hud->draw(ctx);
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