(e42047dc1) Tester's build, January 30th 2020
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@@ -985,16 +985,16 @@ namespace Barotrauma.Lights
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if (CastShadows && Screen.Selected == GameMain.SubEditorScreen)
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{
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GUI.DrawRectangle(spriteBatch, drawPos - Vector2.One * 20, Vector2.One * 40, Color.Orange, isFilled: false);
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GUI.DrawLine(spriteBatch, drawPos - Vector2.One * 20, drawPos + Vector2.One * 20, Color.Orange);
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GUI.DrawLine(spriteBatch, drawPos - new Vector2(1.0f, -1.0f) * 20, drawPos + new Vector2(1.0f, -1.0f) * 20, Color.Orange);
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GUI.DrawRectangle(spriteBatch, drawPos - Vector2.One * 20, Vector2.One * 40, GUI.Style.Orange, isFilled: false);
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GUI.DrawLine(spriteBatch, drawPos - Vector2.One * 20, drawPos + Vector2.One * 20, GUI.Style.Orange);
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GUI.DrawLine(spriteBatch, drawPos - new Vector2(1.0f, -1.0f) * 20, drawPos + new Vector2(1.0f, -1.0f) * 20, GUI.Style.Orange);
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}
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//visualize light recalculations
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float timeSinceRecalculation = (float)Timing.TotalTime - lastRecalculationTime;
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if (timeSinceRecalculation < 0.1f)
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{
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GUI.DrawRectangle(spriteBatch, drawPos - Vector2.One * 10, Vector2.One * 20, Color.Red * (1.0f - timeSinceRecalculation * 10.0f), isFilled: true);
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GUI.DrawRectangle(spriteBatch, drawPos - Vector2.One * 10, Vector2.One * 20, GUI.Style.Red * (1.0f - timeSinceRecalculation * 10.0f), isFilled: true);
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GUI.DrawLine(spriteBatch, drawPos - Vector2.One * Range, drawPos + Vector2.One * Range, Color);
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GUI.DrawLine(spriteBatch, drawPos - new Vector2(1.0f, -1.0f) * Range, drawPos + new Vector2(1.0f, -1.0f) * Range, Color);
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}
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