diff --git a/Barotrauma/BarotraumaClient/ClientSource/Items/Components/Machines/MiniMap.cs b/Barotrauma/BarotraumaClient/ClientSource/Items/Components/Machines/MiniMap.cs index b81560ca1..909becc9a 100644 --- a/Barotrauma/BarotraumaClient/ClientSource/Items/Components/Machines/MiniMap.cs +++ b/Barotrauma/BarotraumaClient/ClientSource/Items/Components/Machines/MiniMap.cs @@ -1421,10 +1421,27 @@ namespace Barotrauma.Items.Components { Sprite sprite = structure.Sprite; if (sprite is null) { return; } + + Vector2 textureOffset = structure.TextureOffset; + textureOffset = new Vector2( + MathUtils.PositiveModulo(-textureOffset.X, sprite.SourceRect.Width * structure.TextureScale.X * structure.Scale), + MathUtils.PositiveModulo(-textureOffset.Y, sprite.SourceRect.Height * structure.TextureScale.Y * structure.Scale)); RectangleF entityRect = ScaleRectToUI(structure, parent, border); - Vector2 spriteScale = new Vector2(entityRect.Size.X / sprite.size.X, entityRect.Size.Y / sprite.size.Y); - sprite.Draw(spriteBatch, new Vector2(entityRect.Location.X + inflate, entityRect.Location.Y + inflate), structure.SpriteColor, Vector2.Zero, 0f, spriteScale, sprite.effects ^ structure.SpriteEffects); + Vector2 spriteScale = new Vector2(entityRect.Size.X / structure.Rect.Width, entityRect.Size.Y / structure.Rect.Height); + float rotation = MathHelper.ToRadians(structure.Rotation); + + sprite.DrawTiled( + spriteBatch: spriteBatch, + position: entityRect.Location + entityRect.Size * 0.5f + (inflate, inflate), + targetSize: entityRect.Size, + rotation: rotation, + origin: entityRect.Size * 0.5f, + color: structure.SpriteColor, + startOffset: textureOffset * spriteScale, + textureScale: structure.TextureScale * structure.Scale * spriteScale, + depth: structure.SpriteDepth, + spriteEffects: sprite.effects ^ structure.SpriteEffects); } private static RectangleF ScaleRectToUI(MapEntity entity, RectangleF parentRect, RectangleF worldBorders) diff --git a/Barotrauma/BarotraumaClient/ClientSource/Map/ItemAssemblyPrefab.cs b/Barotrauma/BarotraumaClient/ClientSource/Map/ItemAssemblyPrefab.cs index 52ba077ff..9f9c06073 100644 --- a/Barotrauma/BarotraumaClient/ClientSource/Map/ItemAssemblyPrefab.cs +++ b/Barotrauma/BarotraumaClient/ClientSource/Map/ItemAssemblyPrefab.cs @@ -86,7 +86,7 @@ namespace Barotrauma MathUtils.RoundTowardsClosest(center.Y, Submarine.GridSize.Y) - center.Y - Submarine.GridSize.Y / 2); MapEntity.SelectedList.Clear(); - entities.ForEach(e => MapEntity.AddSelection(e)); + assemblyEntities.ForEach(e => MapEntity.AddSelection(e)); foreach (MapEntity mapEntity in assemblyEntities) { @@ -99,6 +99,10 @@ namespace Barotrauma } } + //restore the previous selection + MapEntity.SelectedList.Clear(); + entities.ForEach(e => MapEntity.AddSelection(e)); + return element; } } diff --git a/Barotrauma/BarotraumaClient/ClientSource/Map/Structure.cs b/Barotrauma/BarotraumaClient/ClientSource/Map/Structure.cs index 4fe5ce8e0..b14536cc1 100644 --- a/Barotrauma/BarotraumaClient/ClientSource/Map/Structure.cs +++ b/Barotrauma/BarotraumaClient/ClientSource/Map/Structure.cs @@ -51,6 +51,72 @@ namespace Barotrauma UpdateSpriteStates(0.0f); } + public static Vector2 UpgradeTextureOffset( + Vector2 targetSize, + Vector2 originalTextureOffset, + SubmarineInfo submarineInfo, + Rectangle sourceRect, + Vector2 scale, + bool flippedX, + bool flippedY) + { + if (submarineInfo.GameVersion <= Sprite.LastBrokenTiledSpriteGameVersion) + { + // Tiled sprite rendering was significantly changed after v1.2.3.0: + // Rendering flipped, scaled and offset textures was completely broken, + // but some existing community submarines depend on that old behavior, + // so let's redo some of the broken logic here if the sub is old enough + + Vector2 flipper = (flippedX ? -1f : 1f, flippedY ? -1f : 1f); + + var textureOffset = originalTextureOffset * flipper; + + textureOffset = new Vector2( + MathUtils.PositiveModulo((int)-textureOffset.X, sourceRect.Width), + MathUtils.PositiveModulo((int)-textureOffset.Y, sourceRect.Height)); + + textureOffset.X = (textureOffset.X / scale.X) % sourceRect.Width; + textureOffset.Y = (textureOffset.Y / scale.Y) % sourceRect.Height; + + Vector2 flippedDrawOffset = Vector2.Zero; + if (flippedX) + { + float diff = targetSize.X % (sourceRect.Width * scale.X); + flippedDrawOffset.X = (sourceRect.Width * scale.X - diff) / scale.X; + flippedDrawOffset.X = + MathUtils.NearlyEqual(flippedDrawOffset.X, MathF.Round(flippedDrawOffset.X)) ? + MathF.Round(flippedDrawOffset.X) : flippedDrawOffset.X; + } + if (flippedY) + { + float diff = targetSize.Y % (sourceRect.Height * scale.Y); + flippedDrawOffset.Y = (sourceRect.Height * scale.Y - diff) / scale.Y; + flippedDrawOffset.Y = + MathUtils.NearlyEqual(flippedDrawOffset.Y, MathF.Round(flippedDrawOffset.Y)) ? + MathF.Round(flippedDrawOffset.Y) : flippedDrawOffset.Y; + } + + var textureOffsetPlusFlipBs = textureOffset + flippedDrawOffset; + + if (textureOffsetPlusFlipBs.X > sourceRect.Width) + { + var diff = textureOffsetPlusFlipBs.X - sourceRect.Width; + textureOffset.X = (textureOffset.X + diff * (scale.X - 1f)) % sourceRect.Width; + } + if (textureOffsetPlusFlipBs.Y > sourceRect.Height) + { + var diff = textureOffsetPlusFlipBs.Y - sourceRect.Height; + textureOffset.Y = (textureOffset.Y + diff * (scale.Y - 1f)) % sourceRect.Height; + } + + textureOffset *= scale * flipper; + + return -textureOffset; + } + + return originalTextureOffset; + } + partial void CreateConvexHull(Vector2 position, Vector2 size, float rotation) { if (!CastShadow) { return; } @@ -112,8 +178,8 @@ namespace Barotrauma foreach (LightSource light in Lights) { Vector2 bgOffset = new Vector2( - MathUtils.PositiveModulo((int)-textOffset.X, light.texture.Width), - MathUtils.PositiveModulo((int)-textOffset.Y, light.texture.Height)); + MathUtils.PositiveModulo(-textOffset.X, light.texture.Width), + MathUtils.PositiveModulo(-textOffset.Y, light.texture.Height)); light.LightTextureOffset = bgOffset; } @@ -128,6 +194,16 @@ namespace Barotrauma CanTakeKeyBoardFocus = false }; var editor = new SerializableEntityEditor(listBox.Content.RectTransform, this, inGame, showName: true, titleFont: GUIStyle.LargeFont) { UserData = this }; + + if (editor.Fields.TryGetValue(nameof(Scale).ToIdentifier(), out GUIComponent[] scaleFields) && + scaleFields.FirstOrDefault() is GUINumberInput scaleInput) + { + //texture offset needs to be adjusted when scaling the entity to keep the look of the entity unchanged + scaleInput.OnValueChanged += (GUINumberInput numberInput) => + { + TextureOffset *= (Scale / ScaleWhenTextureOffsetSet); + }; + } if (Submarine.MainSub?.Info?.Type == SubmarineType.OutpostModule) { @@ -334,8 +410,6 @@ namespace Barotrauma float depth = GetDrawDepth(); Vector2 textureOffset = this.textureOffset; - if (FlippedX) { textureOffset.X = -textureOffset.X; } - if (FlippedY) { textureOffset.Y = -textureOffset.Y; } if (back && damageEffect == null && !isWiringMode) { @@ -365,8 +439,8 @@ namespace Barotrauma Prefab.BackgroundSprite.effects ^= SpriteEffects; Vector2 backGroundOffset = new Vector2( - MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width), - MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height)); + MathUtils.PositiveModulo(-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width * TextureScale.X * Scale), + MathUtils.PositiveModulo(-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height * TextureScale.Y * Scale)); Prefab.BackgroundSprite.DrawTiled( spriteBatch, @@ -442,11 +516,11 @@ namespace Barotrauma Math.Abs(rect.Location.X - drawSection.Location.X), Math.Abs(rect.Location.Y - drawSection.Location.Y)); - if (FlippedX && IsHorizontal) { sectionOffset.X = drawSection.Right - rect.Right; } - if (FlippedY && !IsHorizontal) { sectionOffset.Y = (rect.Y - rect.Height) - (drawSection.Y - drawSection.Height); } + if (FlippedX && IsHorizontal) { sectionOffset.X = rect.Right - drawSection.Right; } + if (FlippedY && !IsHorizontal) { sectionOffset.Y = (drawSection.Y - drawSection.Height) - (rect.Y - rect.Height); } - sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.Sprite.SourceRect.Width); - sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.Sprite.SourceRect.Height); + sectionOffset.X += MathUtils.PositiveModulo(-textureOffset.X, Prefab.Sprite.SourceRect.Width * TextureScale.X * Scale); + sectionOffset.Y += MathUtils.PositiveModulo(-textureOffset.Y, Prefab.Sprite.SourceRect.Height * TextureScale.Y * Scale); Vector2 pos = new Vector2(drawSection.X, drawSection.Y); pos -= rect.Location.ToVector2(); diff --git a/Barotrauma/BarotraumaClient/ClientSource/Map/SubmarinePreview.cs b/Barotrauma/BarotraumaClient/ClientSource/Map/SubmarinePreview.cs index 24c77837e..f544b6dc3 100644 --- a/Barotrauma/BarotraumaClient/ClientSource/Map/SubmarinePreview.cs +++ b/Barotrauma/BarotraumaClient/ClientSource/Map/SubmarinePreview.cs @@ -477,12 +477,19 @@ namespace Barotrauma Vector2 backGroundOffset = Vector2.Zero; Vector2 textureOffset = element.GetAttributeVector2("textureoffset", Vector2.Zero); - if (flippedX) { textureOffset.X = -textureOffset.X; } - if (flippedY) { textureOffset.Y = -textureOffset.Y; } + + textureOffset = Structure.UpgradeTextureOffset( + targetSize: rect.Size.ToVector2(), + originalTextureOffset: textureOffset, + submarineInfo: submarineInfo, + sourceRect: prefab.Sprite.SourceRect, + scale: textureScale * scale, + flippedX: flippedX, + flippedY: flippedY); backGroundOffset = new Vector2( - MathUtils.PositiveModulo((int)-textureOffset.X, prefab.Sprite.SourceRect.Width), - MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.Sprite.SourceRect.Height)); + MathUtils.PositiveModulo(-textureOffset.X, prefab.Sprite.SourceRect.Width * textureScale.X * scale), + MathUtils.PositiveModulo(-textureOffset.Y, prefab.Sprite.SourceRect.Height * textureScale.Y * scale)); prefab.Sprite.DrawTiled( spriteBatch: spriteRecorder, diff --git a/Barotrauma/BarotraumaClient/ClientSource/Serialization/SerializableEntityEditor.cs b/Barotrauma/BarotraumaClient/ClientSource/Serialization/SerializableEntityEditor.cs index 38f110c95..4d9def9a6 100644 --- a/Barotrauma/BarotraumaClient/ClientSource/Serialization/SerializableEntityEditor.cs +++ b/Barotrauma/BarotraumaClient/ClientSource/Serialization/SerializableEntityEditor.cs @@ -583,12 +583,23 @@ namespace Barotrauma } }; + HandleSetterValueTampering(numberInput, () => property.GetFloatValue(entity)); + refresh += () => + { + if (!numberInput.TextBox.Selected) { numberInput.FloatValue = (float)property.GetValue(entity); } + }; + if (!Fields.ContainsKey(property.Name)) { Fields.Add(property.Name.ToIdentifier(), new GUIComponent[] { numberInput }); } + return frame; + } + + private static void HandleSetterValueTampering(GUINumberInput numberInput, Func getter) + { // Lots of UI boilerplate to handle all(?) cases where the property's setter may be called // and modify the input value (e.g. rotation value wrapping) void HandleSetterModifyingInput(GUINumberInput numInput) { var inputFloatValue = numInput.FloatValue; - var resultingFloatValue = property.GetFloatValue(entity); + var resultingFloatValue = getter(); if (!MathUtils.NearlyEqual(resultingFloatValue, inputFloatValue)) { numInput.FloatValue = resultingFloatValue; @@ -602,12 +613,6 @@ namespace Barotrauma numberInput.PlusButton.OnClicked += HandleSetterModifyingInputOnButtonClicked; numberInput.MinusButton.OnPressed += HandleSetterModifyingInputOnButtonPressed; numberInput.MinusButton.OnClicked += HandleSetterModifyingInputOnButtonClicked; - refresh += () => - { - if (!numberInput.TextBox.Selected) { numberInput.FloatValue = (float)property.GetValue(entity); } - }; - if (!Fields.ContainsKey(property.Name)) { Fields.Add(property.Name.ToIdentifier(), new GUIComponent[] { numberInput }); } - return frame; } public GUIComponent CreateEnumField(ISerializableEntity entity, SerializableProperty property, object value, LocalizedString displayName, LocalizedString toolTip) @@ -881,26 +886,33 @@ namespace Barotrauma numberInput.MaxValueFloat = editableAttribute.MaxValueFloat; numberInput.DecimalsToDisplay = editableAttribute.DecimalCount; numberInput.ValueStep = editableAttribute.ValueStep; + numberInput.ForceShowPlusMinusButtons = editableAttribute.ForceShowPlusMinusButtons; - if (i == 0) - numberInput.FloatValue = value.X; - else - numberInput.FloatValue = value.Y; + numberInput.FloatValue = i == 0 ? value.X : value.Y; int comp = i; numberInput.OnValueChanged += (numInput) => { Vector2 newVal = (Vector2)property.GetValue(entity); if (comp == 0) + { newVal.X = numInput.FloatValue; + } else + { newVal.Y = numInput.FloatValue; + } if (SetPropertyValue(property, entity, newVal)) { TrySendNetworkUpdate(entity, property); } }; + HandleSetterValueTampering(numberInput, () => + { + Vector2 currVal = (Vector2)property.GetValue(entity); + return comp == 0 ? currVal.X : currVal.Y; + }); fields[i] = numberInput; } refresh += () => diff --git a/Barotrauma/BarotraumaClient/ClientSource/Sprite/Sprite.cs b/Barotrauma/BarotraumaClient/ClientSource/Sprite/Sprite.cs index 5314247ec..94f4d5547 100644 --- a/Barotrauma/BarotraumaClient/ClientSource/Sprite/Sprite.cs +++ b/Barotrauma/BarotraumaClient/ClientSource/Sprite/Sprite.cs @@ -284,6 +284,11 @@ namespace Barotrauma } } + /// + /// Last version of the game that had broken handling of sprites that were scaled, flipped and offset + /// + public static readonly Version LastBrokenTiledSpriteGameVersion = new Version(major: 1, minor: 2, build: 7, revision: 0); + public void DrawTiled(ISpriteBatch spriteBatch, Vector2 position, Vector2 targetSize, @@ -298,8 +303,9 @@ namespace Barotrauma if (Texture == null) { return; } spriteEffects ??= effects; - bool flipHorizontal = (spriteEffects.Value & SpriteEffects.FlipHorizontally) != 0; - bool flipVertical = (spriteEffects.Value & SpriteEffects.FlipVertically) != 0; + + bool flipHorizontal = spriteEffects.Value.HasFlag(SpriteEffects.FlipHorizontally); + bool flipVertical = spriteEffects.Value.HasFlag(SpriteEffects.FlipVertically); float addedRotation = rotation + this.rotation; if (flipHorizontal != flipVertical) { addedRotation = -addedRotation; } @@ -317,42 +323,42 @@ namespace Barotrauma void drawSection(Vector2 slicePos, Rectangle sliceRect) { - Vector2 transformedPos = slicePos - position; + Vector2 transformedPos = slicePos; + + if (flipHorizontal) + { + transformedPos.X = targetSize.X - transformedPos.X - sliceRect.Width * scale.X; + } + if (flipVertical) + { + transformedPos.Y = targetSize.Y - transformedPos.Y - sliceRect.Height * scale.Y; + } + transformedPos = advanceX * transformedPos.X + advanceY * transformedPos.Y; transformedPos += position - transformedOrigin; - spriteBatch.Draw(texture, transformedPos, sliceRect, drawColor, addedRotation, Vector2.Zero, scale, spriteEffects.Value, depth ?? this.depth); + spriteBatch.Draw( + texture: texture, + position: transformedPos, + sourceRectangle: sliceRect, + color: drawColor, + rotation: addedRotation, + origin: Vector2.Zero, + scale: scale, + effects: spriteEffects.Value, + layerDepth: depth ?? this.depth); } //wrap the drawOffset inside the sourceRect drawOffset.X = (drawOffset.X / scale.X) % sourceRect.Width; drawOffset.Y = (drawOffset.Y / scale.Y) % sourceRect.Height; - Vector2 flippedDrawOffset = Vector2.Zero; - if (flipHorizontal) - { - float diff = targetSize.X % (sourceRect.Width * scale.X); - flippedDrawOffset.X = (sourceRect.Width * scale.X - diff) / scale.X; - flippedDrawOffset.X = - MathUtils.NearlyEqual(flippedDrawOffset.X, MathF.Round(flippedDrawOffset.X)) ? - MathF.Round(flippedDrawOffset.X) : flippedDrawOffset.X; - } - if (flipVertical) - { - float diff = targetSize.Y % (sourceRect.Height * scale.Y); - flippedDrawOffset.Y = (sourceRect.Height * scale.Y - diff) / scale.Y; - flippedDrawOffset.Y = - MathUtils.NearlyEqual(flippedDrawOffset.Y, MathF.Round(flippedDrawOffset.Y)) ? - MathF.Round(flippedDrawOffset.Y) : flippedDrawOffset.Y; - } - drawOffset += flippedDrawOffset; - //how many times the texture needs to be drawn on the x-axis int xTiles = (int)Math.Ceiling((targetSize.X + drawOffset.X * scale.X) / (sourceRect.Width * scale.X)); //how many times the texture needs to be drawn on the y-axis int yTiles = (int)Math.Ceiling((targetSize.Y + drawOffset.Y * scale.Y) / (sourceRect.Height * scale.Y)); //where the current tile is being drawn; - Vector2 currDrawPosition = position - drawOffset; + Vector2 currDrawPosition = -drawOffset; //which part of the texture we are currently drawing Rectangle texPerspective = sourceRect; @@ -364,54 +370,22 @@ namespace Barotrauma texPerspective.Height = sourceRect.Height; //offset to the left, draw a partial slice - if (currDrawPosition.X < position.X) + if (currDrawPosition.X < 0) { - float diff = (position.X - currDrawPosition.X); + float diff = -currDrawPosition.X; currDrawPosition.X += diff; texPerspective.Width -= (int)diff; - if (!flipHorizontal) - { - texPerspective.X += (int)diff; - } - if (!flipVertical) - { - texPerspective.Y += (int)diff; - } - } - //drawing an offset flipped sprite, need to draw an extra slice to the left side - if (currDrawPosition.X > position.X && x == 0) - { - if (flipHorizontal) - { - int sliceWidth = (int)((currDrawPosition.X - position.X) * scale.X); - Vector2 slicePos = currDrawPosition; - slicePos.X = position.X; - Rectangle sliceRect = texPerspective; - sliceRect.X = SourceRect.X; - sliceRect.Width = (int)(sliceWidth / scale.X); - - if (flipVertical) - { - slicePos.Y += flippedDrawOffset.Y; - } - - drawSection(slicePos, sliceRect); - currDrawPosition.X = slicePos.X + sliceWidth; - } + texPerspective.X += (int)diff; } //make sure the rightmost tiles don't go over the right side if (x == xTiles - 1) { - 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); diff --git a/Barotrauma/BarotraumaClient/LinuxClient.csproj b/Barotrauma/BarotraumaClient/LinuxClient.csproj index d017a5cc0..3f7a3f89c 100644 --- a/Barotrauma/BarotraumaClient/LinuxClient.csproj +++ b/Barotrauma/BarotraumaClient/LinuxClient.csproj @@ -6,7 +6,7 @@ Barotrauma FakeFish, Undertow Games Barotrauma - 1.2.7.0 + 1.2.8.0 Copyright © FakeFish 2018-2023 AnyCPU;x64 Barotrauma diff --git a/Barotrauma/BarotraumaClient/MacClient.csproj b/Barotrauma/BarotraumaClient/MacClient.csproj index 33b14c6a6..df3355c96 100644 --- a/Barotrauma/BarotraumaClient/MacClient.csproj +++ b/Barotrauma/BarotraumaClient/MacClient.csproj @@ -6,7 +6,7 @@ Barotrauma FakeFish, Undertow Games Barotrauma - 1.2.7.0 + 1.2.8.0 Copyright © FakeFish 2018-2023 AnyCPU;x64 Barotrauma diff --git a/Barotrauma/BarotraumaClient/WindowsClient.csproj b/Barotrauma/BarotraumaClient/WindowsClient.csproj index 9f8a6bb7f..4cd3790e1 100644 --- a/Barotrauma/BarotraumaClient/WindowsClient.csproj +++ b/Barotrauma/BarotraumaClient/WindowsClient.csproj @@ -6,7 +6,7 @@ Barotrauma FakeFish, Undertow Games Barotrauma - 1.2.7.0 + 1.2.8.0 Copyright © FakeFish 2018-2023 AnyCPU;x64 Barotrauma diff --git a/Barotrauma/BarotraumaServer/LinuxServer.csproj b/Barotrauma/BarotraumaServer/LinuxServer.csproj index 5496b5a27..4f1bb7e53 100644 --- a/Barotrauma/BarotraumaServer/LinuxServer.csproj +++ b/Barotrauma/BarotraumaServer/LinuxServer.csproj @@ -6,7 +6,7 @@ Barotrauma FakeFish, Undertow Games Barotrauma Dedicated Server - 1.2.7.0 + 1.2.8.0 Copyright © FakeFish 2018-2023 AnyCPU;x64 DedicatedServer diff --git a/Barotrauma/BarotraumaServer/MacServer.csproj b/Barotrauma/BarotraumaServer/MacServer.csproj index 667339bf3..43e565bd8 100644 --- a/Barotrauma/BarotraumaServer/MacServer.csproj +++ b/Barotrauma/BarotraumaServer/MacServer.csproj @@ -6,7 +6,7 @@ Barotrauma FakeFish, Undertow Games Barotrauma Dedicated Server - 1.2.7.0 + 1.2.8.0 Copyright © FakeFish 2018-2023 AnyCPU;x64 DedicatedServer diff --git a/Barotrauma/BarotraumaServer/WindowsServer.csproj b/Barotrauma/BarotraumaServer/WindowsServer.csproj index 192792db2..9573174e1 100644 --- a/Barotrauma/BarotraumaServer/WindowsServer.csproj +++ b/Barotrauma/BarotraumaServer/WindowsServer.csproj @@ -6,7 +6,7 @@ Barotrauma FakeFish, Undertow Games Barotrauma Dedicated Server - 1.2.7.0 + 1.2.8.0 Copyright © FakeFish 2018-2023 AnyCPU;x64 DedicatedServer diff --git a/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveFindSafety.cs b/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveFindSafety.cs index a9abe7d30..253dc0e5c 100644 --- a/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveFindSafety.cs +++ b/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveFindSafety.cs @@ -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)) { diff --git a/Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/AfflictionPrefab.cs b/Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/AfflictionPrefab.cs index 2e760b73d..e74665360 100644 --- a/Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/AfflictionPrefab.cs +++ b/Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/AfflictionPrefab.cs @@ -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); diff --git a/Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs b/Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs index c44369a96..5d732d53c 100644 --- a/Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs +++ b/Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs @@ -3129,6 +3129,7 @@ namespace Barotrauma if (character.IsDead) { return; } if (!UseInHealthInterface) { return; } + GameAnalyticsManager.AddDesignEvent("ApplyTreatment:" + Prefab.Identifier); #if CLIENT if (user == Character.Controlled) { diff --git a/Barotrauma/BarotraumaShared/SharedSource/Items/ItemPrefab.cs b/Barotrauma/BarotraumaShared/SharedSource/Items/ItemPrefab.cs index 1b6d9aff5..447f3b41d 100644 --- a/Barotrauma/BarotraumaShared/SharedSource/Items/ItemPrefab.cs +++ b/Barotrauma/BarotraumaShared/SharedSource/Items/ItemPrefab.cs @@ -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)] diff --git a/Barotrauma/BarotraumaShared/SharedSource/Map/Structure.cs b/Barotrauma/BarotraumaShared/SharedSource/Map/Structure.cs index afbdb5271..cce8509ab 100644 --- a/Barotrauma/BarotraumaShared/SharedSource/Map/Structure.cs +++ b/Barotrauma/BarotraumaShared/SharedSource/Map/Structure.cs @@ -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) diff --git a/Barotrauma/BarotraumaShared/SharedSource/Serialization/Editable/ConditionallyEditable.cs b/Barotrauma/BarotraumaShared/SharedSource/Serialization/Editable/ConditionallyEditable.cs index 5229bf5b5..4ac5dbc79 100644 --- a/Barotrauma/BarotraumaShared/SharedSource/Serialization/Editable/ConditionallyEditable.cs +++ b/Barotrauma/BarotraumaShared/SharedSource/Serialization/Editable/ConditionallyEditable.cs @@ -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(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(entity) is { HasIntegratedButtons: true }, ConditionType.IsToggleableController - => entity is Controller { IsToggle: true } controller && controller.Item.GetComponent() != null, + => GetComponent(entity) is Controller { IsToggle: true } controller && + controller.Item.GetComponent() != null, ConditionType.HasConnectionPanel - => (entity is Item item && item.GetComponent() != null) - || (entity is ItemComponent ic && ic.Item.GetComponent() != null), + => GetComponent(entity) != null, _ => false }; + + static T GetComponent(ISerializableEntity e) where T : ItemComponent + { + if (e is T t) { return t; } + if (e is Item item) + { + return item.GetComponent(); + } + if (e is ItemComponent ic) + { + return ic.Item.GetComponent(); + } + return null; + } } } diff --git a/Barotrauma/BarotraumaShared/changelog.txt b/Barotrauma/BarotraumaShared/changelog.txt index a64e7dc57..e0b94102d 100644 --- a/Barotrauma/BarotraumaShared/changelog.txt +++ b/Barotrauma/BarotraumaShared/changelog.txt @@ -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 -------------------------------------------------------------------------------------------------------------------------------------------------