v1.2.8.0 (Winter Update hotfix 2)
This commit is contained in:
@@ -1421,10 +1421,27 @@ namespace Barotrauma.Items.Components
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{
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Sprite sprite = structure.Sprite;
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if (sprite is null) { return; }
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Vector2 textureOffset = structure.TextureOffset;
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textureOffset = new Vector2(
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MathUtils.PositiveModulo(-textureOffset.X, sprite.SourceRect.Width * structure.TextureScale.X * structure.Scale),
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MathUtils.PositiveModulo(-textureOffset.Y, sprite.SourceRect.Height * structure.TextureScale.Y * structure.Scale));
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RectangleF entityRect = ScaleRectToUI(structure, parent, border);
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Vector2 spriteScale = new Vector2(entityRect.Size.X / sprite.size.X, entityRect.Size.Y / sprite.size.Y);
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sprite.Draw(spriteBatch, new Vector2(entityRect.Location.X + inflate, entityRect.Location.Y + inflate), structure.SpriteColor, Vector2.Zero, 0f, spriteScale, sprite.effects ^ structure.SpriteEffects);
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Vector2 spriteScale = new Vector2(entityRect.Size.X / structure.Rect.Width, entityRect.Size.Y / structure.Rect.Height);
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float rotation = MathHelper.ToRadians(structure.Rotation);
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sprite.DrawTiled(
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spriteBatch: spriteBatch,
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position: entityRect.Location + entityRect.Size * 0.5f + (inflate, inflate),
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targetSize: entityRect.Size,
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rotation: rotation,
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origin: entityRect.Size * 0.5f,
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color: structure.SpriteColor,
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startOffset: textureOffset * spriteScale,
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textureScale: structure.TextureScale * structure.Scale * spriteScale,
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depth: structure.SpriteDepth,
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spriteEffects: sprite.effects ^ structure.SpriteEffects);
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}
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private static RectangleF ScaleRectToUI(MapEntity entity, RectangleF parentRect, RectangleF worldBorders)
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@@ -86,7 +86,7 @@ namespace Barotrauma
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MathUtils.RoundTowardsClosest(center.Y, Submarine.GridSize.Y) - center.Y - Submarine.GridSize.Y / 2);
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MapEntity.SelectedList.Clear();
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entities.ForEach(e => MapEntity.AddSelection(e));
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assemblyEntities.ForEach(e => MapEntity.AddSelection(e));
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foreach (MapEntity mapEntity in assemblyEntities)
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{
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@@ -99,6 +99,10 @@ namespace Barotrauma
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}
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}
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//restore the previous selection
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MapEntity.SelectedList.Clear();
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entities.ForEach(e => MapEntity.AddSelection(e));
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return element;
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}
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}
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@@ -51,6 +51,72 @@ namespace Barotrauma
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UpdateSpriteStates(0.0f);
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}
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public static Vector2 UpgradeTextureOffset(
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Vector2 targetSize,
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Vector2 originalTextureOffset,
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SubmarineInfo submarineInfo,
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Rectangle sourceRect,
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Vector2 scale,
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bool flippedX,
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bool flippedY)
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{
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if (submarineInfo.GameVersion <= Sprite.LastBrokenTiledSpriteGameVersion)
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{
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// Tiled sprite rendering was significantly changed after v1.2.3.0:
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// Rendering flipped, scaled and offset textures was completely broken,
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// but some existing community submarines depend on that old behavior,
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// so let's redo some of the broken logic here if the sub is old enough
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Vector2 flipper = (flippedX ? -1f : 1f, flippedY ? -1f : 1f);
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var textureOffset = originalTextureOffset * flipper;
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textureOffset = new Vector2(
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MathUtils.PositiveModulo((int)-textureOffset.X, sourceRect.Width),
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MathUtils.PositiveModulo((int)-textureOffset.Y, sourceRect.Height));
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textureOffset.X = (textureOffset.X / scale.X) % sourceRect.Width;
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textureOffset.Y = (textureOffset.Y / scale.Y) % sourceRect.Height;
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Vector2 flippedDrawOffset = Vector2.Zero;
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if (flippedX)
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{
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float diff = targetSize.X % (sourceRect.Width * scale.X);
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flippedDrawOffset.X = (sourceRect.Width * scale.X - diff) / scale.X;
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flippedDrawOffset.X =
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MathUtils.NearlyEqual(flippedDrawOffset.X, MathF.Round(flippedDrawOffset.X)) ?
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MathF.Round(flippedDrawOffset.X) : flippedDrawOffset.X;
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}
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if (flippedY)
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{
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float diff = targetSize.Y % (sourceRect.Height * scale.Y);
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flippedDrawOffset.Y = (sourceRect.Height * scale.Y - diff) / scale.Y;
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flippedDrawOffset.Y =
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MathUtils.NearlyEqual(flippedDrawOffset.Y, MathF.Round(flippedDrawOffset.Y)) ?
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MathF.Round(flippedDrawOffset.Y) : flippedDrawOffset.Y;
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}
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var textureOffsetPlusFlipBs = textureOffset + flippedDrawOffset;
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if (textureOffsetPlusFlipBs.X > sourceRect.Width)
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{
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var diff = textureOffsetPlusFlipBs.X - sourceRect.Width;
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textureOffset.X = (textureOffset.X + diff * (scale.X - 1f)) % sourceRect.Width;
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}
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if (textureOffsetPlusFlipBs.Y > sourceRect.Height)
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{
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var diff = textureOffsetPlusFlipBs.Y - sourceRect.Height;
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textureOffset.Y = (textureOffset.Y + diff * (scale.Y - 1f)) % sourceRect.Height;
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}
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textureOffset *= scale * flipper;
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return -textureOffset;
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}
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return originalTextureOffset;
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}
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partial void CreateConvexHull(Vector2 position, Vector2 size, float rotation)
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{
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if (!CastShadow) { return; }
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@@ -112,8 +178,8 @@ namespace Barotrauma
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foreach (LightSource light in Lights)
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{
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Vector2 bgOffset = new Vector2(
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MathUtils.PositiveModulo((int)-textOffset.X, light.texture.Width),
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MathUtils.PositiveModulo((int)-textOffset.Y, light.texture.Height));
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MathUtils.PositiveModulo(-textOffset.X, light.texture.Width),
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MathUtils.PositiveModulo(-textOffset.Y, light.texture.Height));
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light.LightTextureOffset = bgOffset;
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}
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@@ -128,6 +194,16 @@ namespace Barotrauma
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CanTakeKeyBoardFocus = false
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};
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var editor = new SerializableEntityEditor(listBox.Content.RectTransform, this, inGame, showName: true, titleFont: GUIStyle.LargeFont) { UserData = this };
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if (editor.Fields.TryGetValue(nameof(Scale).ToIdentifier(), out GUIComponent[] scaleFields) &&
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scaleFields.FirstOrDefault() is GUINumberInput scaleInput)
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{
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//texture offset needs to be adjusted when scaling the entity to keep the look of the entity unchanged
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scaleInput.OnValueChanged += (GUINumberInput numberInput) =>
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{
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TextureOffset *= (Scale / ScaleWhenTextureOffsetSet);
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};
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}
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if (Submarine.MainSub?.Info?.Type == SubmarineType.OutpostModule)
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{
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@@ -334,8 +410,6 @@ namespace Barotrauma
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float depth = GetDrawDepth();
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Vector2 textureOffset = this.textureOffset;
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if (FlippedX) { textureOffset.X = -textureOffset.X; }
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if (FlippedY) { textureOffset.Y = -textureOffset.Y; }
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if (back && damageEffect == null && !isWiringMode)
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{
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@@ -365,8 +439,8 @@ namespace Barotrauma
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Prefab.BackgroundSprite.effects ^= SpriteEffects;
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Vector2 backGroundOffset = new Vector2(
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MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width),
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MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height));
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MathUtils.PositiveModulo(-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width * TextureScale.X * Scale),
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MathUtils.PositiveModulo(-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height * TextureScale.Y * Scale));
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Prefab.BackgroundSprite.DrawTiled(
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spriteBatch,
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@@ -442,11 +516,11 @@ namespace Barotrauma
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Math.Abs(rect.Location.X - drawSection.Location.X),
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Math.Abs(rect.Location.Y - drawSection.Location.Y));
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if (FlippedX && IsHorizontal) { sectionOffset.X = drawSection.Right - rect.Right; }
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if (FlippedY && !IsHorizontal) { sectionOffset.Y = (rect.Y - rect.Height) - (drawSection.Y - drawSection.Height); }
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if (FlippedX && IsHorizontal) { sectionOffset.X = rect.Right - drawSection.Right; }
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if (FlippedY && !IsHorizontal) { sectionOffset.Y = (drawSection.Y - drawSection.Height) - (rect.Y - rect.Height); }
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sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.Sprite.SourceRect.Width);
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sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.Sprite.SourceRect.Height);
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sectionOffset.X += MathUtils.PositiveModulo(-textureOffset.X, Prefab.Sprite.SourceRect.Width * TextureScale.X * Scale);
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sectionOffset.Y += MathUtils.PositiveModulo(-textureOffset.Y, Prefab.Sprite.SourceRect.Height * TextureScale.Y * Scale);
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Vector2 pos = new Vector2(drawSection.X, drawSection.Y);
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pos -= rect.Location.ToVector2();
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@@ -477,12 +477,19 @@ namespace Barotrauma
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Vector2 backGroundOffset = Vector2.Zero;
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Vector2 textureOffset = element.GetAttributeVector2("textureoffset", Vector2.Zero);
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if (flippedX) { textureOffset.X = -textureOffset.X; }
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if (flippedY) { textureOffset.Y = -textureOffset.Y; }
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textureOffset = Structure.UpgradeTextureOffset(
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targetSize: rect.Size.ToVector2(),
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originalTextureOffset: textureOffset,
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submarineInfo: submarineInfo,
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sourceRect: prefab.Sprite.SourceRect,
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scale: textureScale * scale,
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flippedX: flippedX,
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flippedY: flippedY);
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backGroundOffset = new Vector2(
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MathUtils.PositiveModulo((int)-textureOffset.X, prefab.Sprite.SourceRect.Width),
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MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.Sprite.SourceRect.Height));
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MathUtils.PositiveModulo(-textureOffset.X, prefab.Sprite.SourceRect.Width * textureScale.X * scale),
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MathUtils.PositiveModulo(-textureOffset.Y, prefab.Sprite.SourceRect.Height * textureScale.Y * scale));
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prefab.Sprite.DrawTiled(
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spriteBatch: spriteRecorder,
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@@ -583,12 +583,23 @@ namespace Barotrauma
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}
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};
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HandleSetterValueTampering(numberInput, () => property.GetFloatValue(entity));
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refresh += () =>
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{
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if (!numberInput.TextBox.Selected) { numberInput.FloatValue = (float)property.GetValue(entity); }
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};
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if (!Fields.ContainsKey(property.Name)) { Fields.Add(property.Name.ToIdentifier(), new GUIComponent[] { numberInput }); }
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return frame;
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}
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private static void HandleSetterValueTampering(GUINumberInput numberInput, Func<float> getter)
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{
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// Lots of UI boilerplate to handle all(?) cases where the property's setter may be called
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// and modify the input value (e.g. rotation value wrapping)
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void HandleSetterModifyingInput(GUINumberInput numInput)
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{
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var inputFloatValue = numInput.FloatValue;
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var resultingFloatValue = property.GetFloatValue(entity);
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var resultingFloatValue = getter();
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if (!MathUtils.NearlyEqual(resultingFloatValue, inputFloatValue))
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{
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numInput.FloatValue = resultingFloatValue;
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@@ -602,12 +613,6 @@ namespace Barotrauma
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numberInput.PlusButton.OnClicked += HandleSetterModifyingInputOnButtonClicked;
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numberInput.MinusButton.OnPressed += HandleSetterModifyingInputOnButtonPressed;
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numberInput.MinusButton.OnClicked += HandleSetterModifyingInputOnButtonClicked;
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refresh += () =>
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{
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if (!numberInput.TextBox.Selected) { numberInput.FloatValue = (float)property.GetValue(entity); }
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};
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if (!Fields.ContainsKey(property.Name)) { Fields.Add(property.Name.ToIdentifier(), new GUIComponent[] { numberInput }); }
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return frame;
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}
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public GUIComponent CreateEnumField(ISerializableEntity entity, SerializableProperty property, object value, LocalizedString displayName, LocalizedString toolTip)
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@@ -881,26 +886,33 @@ namespace Barotrauma
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numberInput.MaxValueFloat = editableAttribute.MaxValueFloat;
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numberInput.DecimalsToDisplay = editableAttribute.DecimalCount;
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numberInput.ValueStep = editableAttribute.ValueStep;
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numberInput.ForceShowPlusMinusButtons = editableAttribute.ForceShowPlusMinusButtons;
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if (i == 0)
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numberInput.FloatValue = value.X;
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else
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numberInput.FloatValue = value.Y;
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numberInput.FloatValue = i == 0 ? value.X : value.Y;
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int comp = i;
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numberInput.OnValueChanged += (numInput) =>
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{
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Vector2 newVal = (Vector2)property.GetValue(entity);
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if (comp == 0)
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{
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newVal.X = numInput.FloatValue;
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}
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else
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{
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newVal.Y = numInput.FloatValue;
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}
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if (SetPropertyValue(property, entity, newVal))
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{
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TrySendNetworkUpdate(entity, property);
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}
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};
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HandleSetterValueTampering(numberInput, () =>
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{
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Vector2 currVal = (Vector2)property.GetValue(entity);
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return comp == 0 ? currVal.X : currVal.Y;
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});
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fields[i] = numberInput;
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}
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refresh += () =>
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@@ -284,6 +284,11 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// Last version of the game that had broken handling of sprites that were scaled, flipped and offset
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/// </summary>
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public static readonly Version LastBrokenTiledSpriteGameVersion = new Version(major: 1, minor: 2, build: 7, revision: 0);
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public void DrawTiled(ISpriteBatch spriteBatch,
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Vector2 position,
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Vector2 targetSize,
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@@ -298,8 +303,9 @@ namespace Barotrauma
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if (Texture == null) { return; }
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spriteEffects ??= effects;
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bool flipHorizontal = (spriteEffects.Value & SpriteEffects.FlipHorizontally) != 0;
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bool flipVertical = (spriteEffects.Value & SpriteEffects.FlipVertically) != 0;
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bool flipHorizontal = spriteEffects.Value.HasFlag(SpriteEffects.FlipHorizontally);
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bool flipVertical = spriteEffects.Value.HasFlag(SpriteEffects.FlipVertically);
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float addedRotation = rotation + this.rotation;
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if (flipHorizontal != flipVertical) { addedRotation = -addedRotation; }
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@@ -317,42 +323,42 @@ namespace Barotrauma
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void drawSection(Vector2 slicePos, Rectangle sliceRect)
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{
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Vector2 transformedPos = slicePos - position;
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Vector2 transformedPos = slicePos;
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if (flipHorizontal)
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{
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transformedPos.X = targetSize.X - transformedPos.X - sliceRect.Width * scale.X;
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}
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if (flipVertical)
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{
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transformedPos.Y = targetSize.Y - transformedPos.Y - sliceRect.Height * scale.Y;
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}
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transformedPos = advanceX * transformedPos.X + advanceY * transformedPos.Y;
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transformedPos += position - transformedOrigin;
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spriteBatch.Draw(texture, transformedPos, sliceRect, drawColor, addedRotation, Vector2.Zero, scale, spriteEffects.Value, depth ?? this.depth);
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spriteBatch.Draw(
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texture: texture,
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position: transformedPos,
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sourceRectangle: sliceRect,
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color: drawColor,
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rotation: addedRotation,
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origin: Vector2.Zero,
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scale: scale,
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effects: spriteEffects.Value,
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layerDepth: depth ?? this.depth);
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}
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//wrap the drawOffset inside the sourceRect
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drawOffset.X = (drawOffset.X / scale.X) % sourceRect.Width;
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drawOffset.Y = (drawOffset.Y / scale.Y) % sourceRect.Height;
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Vector2 flippedDrawOffset = Vector2.Zero;
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if (flipHorizontal)
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{
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float diff = targetSize.X % (sourceRect.Width * scale.X);
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flippedDrawOffset.X = (sourceRect.Width * scale.X - diff) / scale.X;
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flippedDrawOffset.X =
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MathUtils.NearlyEqual(flippedDrawOffset.X, MathF.Round(flippedDrawOffset.X)) ?
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MathF.Round(flippedDrawOffset.X) : flippedDrawOffset.X;
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}
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if (flipVertical)
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{
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float diff = targetSize.Y % (sourceRect.Height * scale.Y);
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flippedDrawOffset.Y = (sourceRect.Height * scale.Y - diff) / scale.Y;
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flippedDrawOffset.Y =
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MathUtils.NearlyEqual(flippedDrawOffset.Y, MathF.Round(flippedDrawOffset.Y)) ?
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MathF.Round(flippedDrawOffset.Y) : flippedDrawOffset.Y;
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}
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drawOffset += flippedDrawOffset;
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//how many times the texture needs to be drawn on the x-axis
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int xTiles = (int)Math.Ceiling((targetSize.X + drawOffset.X * scale.X) / (sourceRect.Width * scale.X));
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//how many times the texture needs to be drawn on the y-axis
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int yTiles = (int)Math.Ceiling((targetSize.Y + drawOffset.Y * scale.Y) / (sourceRect.Height * scale.Y));
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//where the current tile is being drawn;
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Vector2 currDrawPosition = position - drawOffset;
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Vector2 currDrawPosition = -drawOffset;
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//which part of the texture we are currently drawing
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Rectangle texPerspective = sourceRect;
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@@ -364,54 +370,22 @@ namespace Barotrauma
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texPerspective.Height = sourceRect.Height;
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//offset to the left, draw a partial slice
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if (currDrawPosition.X < position.X)
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if (currDrawPosition.X < 0)
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{
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float diff = (position.X - currDrawPosition.X);
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float diff = -currDrawPosition.X;
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currDrawPosition.X += diff;
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texPerspective.Width -= (int)diff;
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if (!flipHorizontal)
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{
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texPerspective.X += (int)diff;
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}
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if (!flipVertical)
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{
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texPerspective.Y += (int)diff;
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}
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}
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//drawing an offset flipped sprite, need to draw an extra slice to the left side
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if (currDrawPosition.X > position.X && x == 0)
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{
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if (flipHorizontal)
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{
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int sliceWidth = (int)((currDrawPosition.X - position.X) * scale.X);
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Vector2 slicePos = currDrawPosition;
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slicePos.X = position.X;
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Rectangle sliceRect = texPerspective;
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sliceRect.X = SourceRect.X;
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sliceRect.Width = (int)(sliceWidth / scale.X);
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if (flipVertical)
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{
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slicePos.Y += flippedDrawOffset.Y;
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}
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drawSection(slicePos, sliceRect);
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currDrawPosition.X = slicePos.X + sliceWidth;
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}
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texPerspective.X += (int)diff;
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}
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//make sure the rightmost tiles don't go over the right side
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if (x == xTiles - 1)
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{
|
||||
int diff = (int)(((currDrawPosition.X + texPerspective.Width * scale.X) - (position.X + targetSize.X)) / scale.X);
|
||||
int diff = (int)(((currDrawPosition.X + texPerspective.Width * scale.X) - targetSize.X) / scale.X);
|
||||
texPerspective.Width -= diff;
|
||||
if (flipHorizontal)
|
||||
{
|
||||
texPerspective.X += diff;
|
||||
}
|
||||
}
|
||||
|
||||
currDrawPosition.Y = position.Y - drawOffset.Y;
|
||||
currDrawPosition.Y = -drawOffset.Y;
|
||||
|
||||
for (int y = 0; y < yTiles; y++)
|
||||
{
|
||||
@@ -419,45 +393,19 @@ namespace Barotrauma
|
||||
texPerspective.Height = sourceRect.Height;
|
||||
|
||||
//offset above the top, draw a partial slice
|
||||
if (currDrawPosition.Y < position.Y)
|
||||
if (currDrawPosition.Y < 0f)
|
||||
{
|
||||
float diff = (position.Y - currDrawPosition.Y);
|
||||
float diff = -currDrawPosition.Y;
|
||||
currDrawPosition.Y += diff;
|
||||
texPerspective.Height -= (int)diff;
|
||||
if (!flipVertical)
|
||||
{
|
||||
texPerspective.Y += (int)diff;
|
||||
}
|
||||
}
|
||||
|
||||
//drawing an offset flipped sprite, need to draw an extra slice to the top
|
||||
if (currDrawPosition.Y > position.Y && y == 0)
|
||||
{
|
||||
if (flipVertical)
|
||||
{
|
||||
int sliceHeight = (int)((currDrawPosition.Y - position.Y) * scale.Y);
|
||||
|
||||
Vector2 slicePos = currDrawPosition;
|
||||
slicePos.Y = position.Y;
|
||||
Rectangle sliceRect = texPerspective;
|
||||
sliceRect.Y = SourceRect.Y;
|
||||
sliceRect.Height = (int)(sliceHeight / scale.Y);
|
||||
|
||||
drawSection(slicePos, sliceRect);
|
||||
|
||||
currDrawPosition.Y = slicePos.Y + sliceHeight;
|
||||
}
|
||||
texPerspective.Y += (int)diff;
|
||||
}
|
||||
|
||||
//make sure the bottommost tiles don't go over the bottom
|
||||
if (y == yTiles - 1)
|
||||
{
|
||||
int diff = (int)(((currDrawPosition.Y + texPerspective.Height * scale.Y) - (position.Y + targetSize.Y)) / scale.Y);
|
||||
int diff = (int)(((currDrawPosition.Y + texPerspective.Height * scale.Y) - targetSize.Y) / scale.Y);
|
||||
texPerspective.Height -= diff;
|
||||
if (flipVertical)
|
||||
{
|
||||
texPerspective.Y += diff;
|
||||
}
|
||||
}
|
||||
|
||||
drawSection(currDrawPosition, texPerspective);
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<Authors>FakeFish, Undertow Games</Authors>
|
||||
<Product>Barotrauma</Product>
|
||||
<Version>1.2.7.0</Version>
|
||||
<Version>1.2.8.0</Version>
|
||||
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
|
||||
<Platforms>AnyCPU;x64</Platforms>
|
||||
<AssemblyName>Barotrauma</AssemblyName>
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<Authors>FakeFish, Undertow Games</Authors>
|
||||
<Product>Barotrauma</Product>
|
||||
<Version>1.2.7.0</Version>
|
||||
<Version>1.2.8.0</Version>
|
||||
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
|
||||
<Platforms>AnyCPU;x64</Platforms>
|
||||
<AssemblyName>Barotrauma</AssemblyName>
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<Authors>FakeFish, Undertow Games</Authors>
|
||||
<Product>Barotrauma</Product>
|
||||
<Version>1.2.7.0</Version>
|
||||
<Version>1.2.8.0</Version>
|
||||
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
|
||||
<Platforms>AnyCPU;x64</Platforms>
|
||||
<AssemblyName>Barotrauma</AssemblyName>
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<Authors>FakeFish, Undertow Games</Authors>
|
||||
<Product>Barotrauma Dedicated Server</Product>
|
||||
<Version>1.2.7.0</Version>
|
||||
<Version>1.2.8.0</Version>
|
||||
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
|
||||
<Platforms>AnyCPU;x64</Platforms>
|
||||
<AssemblyName>DedicatedServer</AssemblyName>
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<Authors>FakeFish, Undertow Games</Authors>
|
||||
<Product>Barotrauma Dedicated Server</Product>
|
||||
<Version>1.2.7.0</Version>
|
||||
<Version>1.2.8.0</Version>
|
||||
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
|
||||
<Platforms>AnyCPU;x64</Platforms>
|
||||
<AssemblyName>DedicatedServer</AssemblyName>
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<Authors>FakeFish, Undertow Games</Authors>
|
||||
<Product>Barotrauma Dedicated Server</Product>
|
||||
<Version>1.2.7.0</Version>
|
||||
<Version>1.2.8.0</Version>
|
||||
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
|
||||
<Platforms>AnyCPU;x64</Platforms>
|
||||
<AssemblyName>DedicatedServer</AssemblyName>
|
||||
|
||||
@@ -255,7 +255,11 @@ namespace Barotrauma
|
||||
}
|
||||
if (subObjectives.Any(so => so.CanBeCompleted)) { return; }
|
||||
UpdateSimpleEscape(deltaTime);
|
||||
if (cannotFindSafeHull && !character.IsInFriendlySub && objectiveManager.Objectives.None(o => o is AIObjectiveReturn))
|
||||
|
||||
bool inFriendlySub =
|
||||
character.IsInFriendlySub ||
|
||||
(character.IsEscorted && character.IsInPlayerSub);
|
||||
if (cannotFindSafeHull && !inFriendlySub && objectiveManager.Objectives.None(o => o is AIObjectiveReturn))
|
||||
{
|
||||
if (OrderPrefab.Prefabs.TryGet("return".ToIdentifier(), out OrderPrefab orderPrefab))
|
||||
{
|
||||
|
||||
@@ -436,7 +436,10 @@ namespace Barotrauma
|
||||
break;
|
||||
case "statvalue":
|
||||
var newStatValue = new AppliedStatValue(subElement);
|
||||
afflictionStatValues.Add(newStatValue.StatType, newStatValue);
|
||||
if (newStatValue.StatType == StatTypes.None || !afflictionStatValues.TryAdd(newStatValue.StatType, newStatValue))
|
||||
{
|
||||
DebugConsole.ThrowError($"Invalid stat value in the affliction \"{parentDebugName}\".", contentPackage: element.ContentPackage);
|
||||
}
|
||||
break;
|
||||
case "abilityflag":
|
||||
AbilityFlags flagType = subElement.GetAttributeEnum("flagtype", AbilityFlags.None);
|
||||
|
||||
@@ -3129,6 +3129,7 @@ namespace Barotrauma
|
||||
if (character.IsDead) { return; }
|
||||
if (!UseInHealthInterface) { return; }
|
||||
|
||||
GameAnalyticsManager.AddDesignEvent("ApplyTreatment:" + Prefab.Identifier);
|
||||
#if CLIENT
|
||||
if (user == Character.Controlled)
|
||||
{
|
||||
|
||||
@@ -834,7 +834,7 @@ namespace Barotrauma
|
||||
[Serialize(true, IsPropertySaveable.No)]
|
||||
public bool CanFlipY { get; private set; }
|
||||
|
||||
[Serialize(0.1f, IsPropertySaveable.No)]
|
||||
[Serialize(0.01f, IsPropertySaveable.No)]
|
||||
public float MinScale { get; private set; }
|
||||
|
||||
[Serialize(10.0f, IsPropertySaveable.No)]
|
||||
|
||||
@@ -11,6 +11,7 @@ using System.Xml.Linq;
|
||||
using System.Collections.Immutable;
|
||||
using Barotrauma.Abilities;
|
||||
#if CLIENT
|
||||
using System.Diagnostics;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Lights;
|
||||
#endif
|
||||
@@ -281,14 +282,21 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public float ScaleWhenTextureOffsetSet { get; private set; } = 1.0f;
|
||||
|
||||
protected Vector2 textureOffset = Vector2.Zero;
|
||||
[Editable(MinValueFloat = -1000f, MaxValueFloat = 1000f, ValueStep = 10f), Serialize("0.0, 0.0", IsPropertySaveable.Yes)]
|
||||
[Editable(ForceShowPlusMinusButtons = true, ValueStep = 1f), Serialize("0.0, 0.0", IsPropertySaveable.Yes)]
|
||||
public Vector2 TextureOffset
|
||||
{
|
||||
get { return textureOffset; }
|
||||
set
|
||||
{
|
||||
textureOffset = value;
|
||||
textureOffset.X =
|
||||
MathUtils.PositiveModulo(textureOffset.X, Sprite.SourceRect.Width * TextureScale.X * Scale);
|
||||
textureOffset.Y =
|
||||
MathUtils.PositiveModulo(textureOffset.Y, Sprite.SourceRect.Height * TextureScale.Y * Scale);
|
||||
ScaleWhenTextureOffsetSet = Scale;
|
||||
#if CLIENT
|
||||
SetLightTextureOffset();
|
||||
#endif
|
||||
@@ -1584,6 +1592,9 @@ namespace Barotrauma
|
||||
Submarine = submarine,
|
||||
};
|
||||
|
||||
bool flippedX = element.GetAttributeBool(nameof(FlippedX), false);
|
||||
bool flippedY = element.GetAttributeBool(nameof(FlippedY), false);
|
||||
|
||||
if (submarine?.Info.GameVersion != null)
|
||||
{
|
||||
SerializableProperty.UpgradeGameVersion(s, s.Prefab.ConfigElement, submarine.Info.GameVersion);
|
||||
@@ -1594,6 +1605,19 @@ namespace Barotrauma
|
||||
{
|
||||
s.CrushDepth = Math.Max(s.CrushDepth, GameMain.GameSession.LevelData.InitialDepth * Physics.DisplayToRealWorldRatio + 500);
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
s.TextureOffset = UpgradeTextureOffset(
|
||||
targetSize: rect.Size.ToVector2(),
|
||||
originalTextureOffset:
|
||||
// Note: cannot use s.TextureOffset because wrapping is very weird in the old logic
|
||||
element.GetAttributeVector2("TextureOffset", Vector2.Zero),
|
||||
submarineInfo: submarine.Info,
|
||||
sourceRect: s.Sprite.SourceRect,
|
||||
scale: s.Scale * s.TextureScale,
|
||||
flippedX: flippedX,
|
||||
flippedY: flippedY);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool hasDamage = false;
|
||||
@@ -1637,8 +1661,8 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (element.GetAttributeBool(nameof(FlippedX), false)) { s.FlipX(false); }
|
||||
if (element.GetAttributeBool(nameof(FlippedY), false)) { s.FlipY(false); }
|
||||
if (flippedX) { s.FlipX(false); }
|
||||
if (flippedY) { s.FlipY(false); }
|
||||
|
||||
//structures with a body drop a shadow by default
|
||||
if (element.GetAttribute(nameof(UseDropShadow)) == null)
|
||||
|
||||
@@ -45,7 +45,7 @@ sealed class ConditionallyEditable : Editable
|
||||
=> (entity is Item { body: null } item && item.Prefab.AllowRotatingInEditor)
|
||||
|| (entity is Structure structure && structure.Prefab.AllowRotatingInEditor),
|
||||
ConditionType.Attachable
|
||||
=> entity is Holdable { Attachable: true },
|
||||
=> GetComponent<Holdable>(entity) is Holdable { Attachable: true },
|
||||
ConditionType.HasBody
|
||||
=> entity is Structure { HasBody: true } or Item { body: not null },
|
||||
ConditionType.Pickable
|
||||
@@ -53,14 +53,28 @@ sealed class ConditionallyEditable : Editable
|
||||
ConditionType.OnlyByStatusEffectsAndNetwork
|
||||
=> GameMain.NetworkMember is { IsServer: true },
|
||||
ConditionType.HasIntegratedButtons
|
||||
=> entity is Door { HasIntegratedButtons: true },
|
||||
=> GetComponent<Door>(entity) is { HasIntegratedButtons: true },
|
||||
ConditionType.IsToggleableController
|
||||
=> entity is Controller { IsToggle: true } controller && controller.Item.GetComponent<ConnectionPanel>() != null,
|
||||
=> GetComponent<Controller>(entity) is Controller { IsToggle: true } controller &&
|
||||
controller.Item.GetComponent<ConnectionPanel>() != null,
|
||||
ConditionType.HasConnectionPanel
|
||||
=> (entity is Item item && item.GetComponent<ConnectionPanel>() != null)
|
||||
|| (entity is ItemComponent ic && ic.Item.GetComponent<ConnectionPanel>() != null),
|
||||
=> GetComponent<ConnectionPanel>(entity) != null,
|
||||
_
|
||||
=> false
|
||||
};
|
||||
|
||||
static T GetComponent<T>(ISerializableEntity e) where T : ItemComponent
|
||||
{
|
||||
if (e is T t) { return t; }
|
||||
if (e is Item item)
|
||||
{
|
||||
return item.GetComponent<T>();
|
||||
}
|
||||
if (e is ItemComponent ic)
|
||||
{
|
||||
return ic.Item.GetComponent<T>();
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,21 @@
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
v1.2.8.0
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Changes:
|
||||
- Allow scaling most items below 0.1 in the submarine editor again. We set 0.1 as a hard limit because smaller scales caused issues with tiling items (such as labels), without realizing some sub builders have found some creative uses for heavily downscaled items (such as tiny turrets used as "dials").
|
||||
|
||||
Fixes:
|
||||
- Fixed escorted characters trying to leave the sub if they can't find a safe hull to get to (e.g. when the sub is flooded).
|
||||
- Fixed rotated structures not appearing rotated on the status monitor.
|
||||
- Fixed wires getting misaligned when saving them in an item assembly.
|
||||
- Fixed security NPCs being unable to swap batteries in stun batons.
|
||||
- Fixed inability to edit the false output of a switch in multiplayer.
|
||||
- (Finally) fixed texture offsets on tiled sprites such as background walls behaving erratically on non-default texture scales and mirrored entities.
|
||||
|
||||
Modding:
|
||||
- Fixed crashing if an affliction prefab contains stat values with a duplicate type, or multiple stat values whose type can't be parsed.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
v1.2.7.0
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user