- RepairTools work for structures that are outside the submarine
- Ruins are visible in sonar - Fixed ruin generation algorithm occasionally creating too narrow rooms and placing corridors so that they're blocked by corners of a room - Fix for wall textures being misaligned for map cells with no physics body
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@@ -440,11 +440,11 @@ namespace Barotrauma
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foreach (VoronoiCell cell in cells)
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{
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if (cell.body == null) continue;
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//if (cell.body == null) continue;
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foreach (GraphEdge edge in cell.edges)
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{
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if (edge.cell1 != null && edge.cell1.body == null) edge.cell1 = null;
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if (edge.cell2 != null && edge.cell2.body == null) edge.cell2 = null;
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if (edge.cell1 != null && edge.cell1.body == null && edge.cell1.CellType != CellType.Empty) edge.cell1 = null;
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if (edge.cell2 != null && edge.cell2.body == null && edge.cell2.CellType != CellType.Empty) edge.cell2 = null;
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CompareCCW compare = new CompareCCW(cell.Center);
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if (compare.Compare(edge.point1, edge.point2) == -1)
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@@ -463,22 +463,9 @@ namespace Barotrauma
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{
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if (!edge.isSolid) continue;
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GraphEdge leftEdge = null, rightEdge = null;
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foreach (GraphEdge edge2 in cell.edges)
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{
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if (edge == edge2) continue;
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if (edge.point1 == edge2.point1 ||
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edge.point1 == edge2.point2)
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{
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leftEdge = edge2;
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}
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else if (edge.point2 == edge2.point2 || edge.point2 == edge2.point1)
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{
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rightEdge = edge2;
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}
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}
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GraphEdge leftEdge = cell.edges.Find(e => e != edge && (edge.point1 == e.point1 || edge.point1 == e.point2));
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GraphEdge rightEdge = cell.edges.Find(e => e != edge && (edge.point2 == e.point1 || edge.point2 == e.point2));
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Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
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if (leftEdge == null)
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@@ -498,8 +485,11 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.ThrowError("Invalid right normal");
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#endif
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if (cell.body != null) GameMain.World.RemoveBody(cell.body);
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cell.body = null;
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if (cell.body != null)
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{
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GameMain.World.RemoveBody(cell.body);
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cell.body = null;
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}
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leftNormal = Vector2.UnitX;
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break;
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}
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@@ -521,15 +511,15 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.ThrowError("Invalid right normal");
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#endif
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if (cell.body != null) GameMain.World.RemoveBody(cell.body);
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cell.body = null;
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if (cell.body != null)
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{
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GameMain.World.RemoveBody(cell.body);
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cell.body = null;
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}
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rightNormal = Vector2.UnitX;
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break;
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}
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for (int i = 0; i < 2; i++)
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{
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Vector2[] verts = new Vector2[3];
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