- The commonness of scripted events can be overridden for specific level types (e.g. some monsters can be set to spawn more frequently in specific types of levels).

- The sub can be moved from location to another in the map view by double clicking in debug builds.
- Level wall color can be changed in level generation parameters.
- Fixed level geometry not being rendered if the ocean floor is visible (which isn't a problem in most level types, but there can be levels where the ocean floor is so close to the actual level that they can both be visible at the same time).
- Background sprite scale is taken into account when calculating particle emitter positions.
- Fixed limb lights being rendered even if the character is disabled.
This commit is contained in:
Joonas Rikkonen
2017-08-22 18:58:45 +03:00
parent d772049cc0
commit 15a31c5291
9 changed files with 83 additions and 28 deletions
@@ -49,6 +49,13 @@ namespace Barotrauma
GameMain.LobbyScreen.SelectLocation(highlightedLocation, connection);
}
}
#if DEBUG
if (PlayerInput.DoubleClicked() && highlightedLocation != null)
{
currentLocation = highlightedLocation;
}
#endif
}
}
@@ -116,9 +123,11 @@ namespace Barotrauma
new Vector2(0, 30), SpriteEffects.None, 0.01f);
}
//TODO: remove
Vector2 center = rectCenter + (connection.CenterPos + offset) * scale;
GUI.DrawString(spriteBatch, center, connection.Biome.Name, Color.White);
if (GameMain.DebugDraw)
{
Vector2 center = rectCenter + (connection.CenterPos + offset) * scale;
GUI.DrawString(spriteBatch, center, connection.Biome.Name, Color.White);
}
}
rect.Inflate(8, 8);