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
This commit is contained in:
@@ -69,22 +69,22 @@ namespace Subsurface
|
||||
depth = MathHelper.Clamp(depth + velocity.Z * deltaTime, 0.0f, MaxDepth);
|
||||
|
||||
checkWallsTimer -= deltaTime;
|
||||
if (checkWallsTimer<=0.0f)
|
||||
if (checkWallsTimer<=0.0f && Level.Loaded!=null)
|
||||
{
|
||||
checkWallsTimer = CheckWallsInterval;
|
||||
|
||||
obstacleDiff = Vector2.Zero;
|
||||
|
||||
var cells = Level.Loaded.GetCells(position, 1);
|
||||
if (cells.Count>0)
|
||||
if (cells.Count > 0)
|
||||
{
|
||||
|
||||
|
||||
foreach (Voronoi2.VoronoiCell cell in cells)
|
||||
{
|
||||
obstacleDiff += cell.Center - position;
|
||||
}
|
||||
|
||||
obstacleDiff = Vector2.Normalize(obstacleDiff)*prefab.Speed;
|
||||
obstacleDiff = Vector2.Normalize(obstacleDiff) * prefab.Speed;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -141,7 +141,9 @@ namespace Subsurface
|
||||
if (velocity.X < 0.0f) rotation -= MathHelper.Pi;
|
||||
}
|
||||
|
||||
Vector2 drawPos = position + Level.Loaded.Position;
|
||||
Vector2 drawPos = position;
|
||||
|
||||
if (Level.Loaded != null) drawPos += Level.Loaded.Position;
|
||||
|
||||
if (depth > 0.0f)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user