Turret rotation fix, CharacterInventory networking bugfixes, prevent limbs clipping with other colliders when mirroring, fixed mantis animations, better looking explosions, spark effect when overvoltage breaks an item
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@@ -434,16 +434,13 @@ namespace FarseerPhysics.Collision
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/// <param name="a">The first AABB.</param>
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/// <param name="b">The second AABB.</param>
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/// <returns>True if they are overlapping.</returns>
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public static bool TestOverlap(ref AABB a, ref AABB b)
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{
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Vector2 d1 = b.LowerBound - a.UpperBound;
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Vector2 d2 = a.LowerBound - b.UpperBound;
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if (d1.X > 0.0f || d1.Y > 0.0f)
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return false;
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if (d2.X > 0.0f || d2.Y > 0.0f)
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return false;
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if (b.LowerBound.X - a.UpperBound.X > 0.0f ||
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b.LowerBound.Y - a.UpperBound.Y > 0.0f ||
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a.LowerBound.X - b.UpperBound.X > 0.0f ||
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a.LowerBound.Y - b.UpperBound.Y > 0.0f) return false;
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return true;
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}
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@@ -77,10 +77,9 @@ namespace FarseerPhysics.Common
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public static Vector2 Mul(ref Transform T, ref Vector2 v)
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{
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float x = (T.q.c * v.X - T.q.s * v.Y) + T.p.X;
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float y = (T.q.s * v.X + T.q.c * v.Y) + T.p.Y;
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return new Vector2(x, y);
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return new Vector2(
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(T.q.c * v.X - T.q.s * v.Y) + T.p.X,
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(T.q.s * v.X + T.q.c * v.Y) + T.p.Y);
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}
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public static Vector2 MulT(ref Mat22 A, Vector2 v)
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@@ -102,10 +101,8 @@ namespace FarseerPhysics.Common
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{
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float px = v.X - T.p.X;
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float py = v.Y - T.p.Y;
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float x = (T.q.c * px + T.q.s * py);
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float y = (-T.q.s * px + T.q.c * py);
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return new Vector2(x, y);
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return new Vector2(T.q.c * px + T.q.s * py, -T.q.s * px + T.q.c * py);
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}
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// A^T * B
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@@ -47,7 +47,7 @@ namespace FarseerPhysics
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/// NOTE: If you are using a debug view that shows performance counters,
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/// you might want to enable this.
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/// </summary>
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public const bool EnableDiagnostics = true;
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public const bool EnableDiagnostics = false;
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/// <summary>
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/// Set this to true to skip sanity checks in the engine. This will speed up the
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