(1c5ce3fee) More descriptive error messages when publishing a Workshop item fails.
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@@ -442,7 +442,8 @@ namespace Barotrauma
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if (draggingItemToWorld)
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{
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if (item.OwnInventory == null ||
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!item.OwnInventory.CanBePut(CharacterInventory.draggingItem))
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!item.OwnInventory.CanBePut(CharacterInventory.draggingItem) ||
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!CanAccessInventory(item.OwnInventory))
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{
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continue;
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}
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@@ -139,7 +139,7 @@ namespace Barotrauma
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foreach (Item item in Item.ItemList)
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{
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if (!item.Repairables.Any(r => item.Condition < r.ShowRepairUIThreshold)) { continue; }
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if (!Submarine.VisibleEntities.Contains(item)) { continue; }
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if (Submarine.VisibleEntities != null && !Submarine.VisibleEntities.Contains(item)) { continue; }
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Vector2 diff = item.WorldPosition - character.WorldPosition;
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if (Submarine.CheckVisibility(character.SimPosition, character.SimPosition + ConvertUnits.ToSimUnits(diff)) == null)
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@@ -449,12 +449,11 @@ namespace Barotrauma
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{
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float depth = ActiveSprite.Depth - 0.0000015f;
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// TODO: enable when the damage overlay textures have been remade.
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//DamagedSprite.Draw(spriteBatch,
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// new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
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// color * Math.Min(damageOverlayStrength, 1.0f), ActiveSprite.Origin,
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// -body.DrawRotation,
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// 1.0f, spriteEffect, depth);
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DamagedSprite.Draw(spriteBatch,
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new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
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color * Math.Min(damageOverlayStrength, 1.0f), ActiveSprite.Origin,
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-body.DrawRotation,
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1.0f, spriteEffect, depth);
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}
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if (GameMain.DebugDraw)
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