v1.2.8.0 (Winter Update hotfix 2)

This commit is contained in:
Regalis11
2024-01-11 16:19:43 +02:00
parent 8ea2b47889
commit 0c433eb187
19 changed files with 262 additions and 136 deletions
@@ -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();