Unstable v0.1300.0.0 (February 19th 2021)
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@@ -489,7 +489,7 @@ namespace Barotrauma
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{
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MinValueFloat = 0,
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MaxValueFloat = 100,
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FloatValue = caveGenerationParams.GetCommonness(selectedParams),
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FloatValue = caveGenerationParams.GetCommonness(selectedParams, abyss: false),
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OnValueChanged = (numberInput) =>
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{
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caveGenerationParams.OverrideCommonness[selectedParams.Identifier] = numberInput.FloatValue;
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@@ -514,7 +514,7 @@ namespace Barotrauma
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}
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foreach (var caveParam in CaveGenerationParams.CaveParams)
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{
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if (selectedParams != null && caveParam.GetCommonness(selectedParams) <= 0.0f) { continue; }
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if (selectedParams != null && caveParam.GetCommonness(selectedParams, abyss: false) <= 0.0f) { continue; }
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availableIdentifiers.Add(caveParam.Identifier);
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}
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availableIdentifiers.Reverse();
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@@ -714,8 +714,9 @@ namespace Barotrauma
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if (Level.Loaded != null)
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{
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Level.Loaded.DrawBack(graphics, spriteBatch, cam);
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.DepthRead, transformMatrix: cam.Transform);
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Level.Loaded.DrawFront(spriteBatch, cam);
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.DepthRead, transformMatrix: cam.Transform);
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Level.Loaded.DrawDebugOverlay(spriteBatch, cam);
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Submarine.Draw(spriteBatch, false);
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Submarine.DrawFront(spriteBatch);
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Submarine.DrawDamageable(spriteBatch, null);
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@@ -810,6 +811,19 @@ namespace Barotrauma
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GUI.DrawLine(spriteBatch, new Vector2(0, crushDepthScreen), new Vector2(GameMain.GraphicsWidth, crushDepthScreen), GUI.Style.Red * 0.25f, width: 5);
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth / 2, crushDepthScreen), "Crush depth", GUI.Style.Red, backgroundColor: Color.Black);
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}
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float abyssStartScreen = cam.WorldToScreen(new Vector2(0.0f, Level.Loaded.AbyssArea.Bottom)).Y;
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if (abyssStartScreen > 0.0f && abyssStartScreen < GameMain.GraphicsHeight)
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{
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GUI.DrawLine(spriteBatch, new Vector2(0, abyssStartScreen), new Vector2(GameMain.GraphicsWidth, abyssStartScreen), GUI.Style.Blue * 0.25f, width: 5);
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth / 2, abyssStartScreen), "Abyss start", GUI.Style.Blue, backgroundColor: Color.Black);
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}
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float abyssEndScreen = cam.WorldToScreen(new Vector2(0.0f, Level.Loaded.AbyssArea.Y)).Y;
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if (abyssEndScreen > 0.0f && abyssEndScreen < GameMain.GraphicsHeight)
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{
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GUI.DrawLine(spriteBatch, new Vector2(0, abyssEndScreen), new Vector2(GameMain.GraphicsWidth, abyssEndScreen), GUI.Style.Blue * 0.25f, width: 5);
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth / 2, abyssEndScreen), "Abyss end", GUI.Style.Blue, backgroundColor: Color.Black);
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}
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}
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GUI.Draw(Cam, spriteBatch);
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spriteBatch.End();
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@@ -817,6 +831,13 @@ namespace Barotrauma
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public override void Update(double deltaTime)
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{
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if (lightingEnabled.Selected)
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{
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foreach (Item item in Item.ItemList)
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{
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item?.GetComponent<Items.Components.LightComponent>()?.Update((float)deltaTime, cam);
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}
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}
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GameMain.LightManager?.Update((float)deltaTime);
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pointerLightSource.Position = cam.ScreenToWorld(PlayerInput.MousePosition);
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@@ -886,16 +907,16 @@ namespace Barotrauma
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{
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foreach (XElement subElement in element.Elements())
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{
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string id = element.GetAttributeString("identifier", null) ?? element.Name.ToString();
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string id = subElement.GetAttributeString("identifier", null) ?? subElement.Name.ToString();
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if (!id.Equals(genParams.Name, StringComparison.OrdinalIgnoreCase)) { continue; }
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SerializableProperty.SerializeProperties(genParams, element, true);
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genParams.Save(subElement);
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}
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}
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else
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{
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string id = element.GetAttributeString("identifier", null) ?? element.Name.ToString();
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if (!id.Equals(genParams.Name, StringComparison.OrdinalIgnoreCase)) { continue; }
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SerializableProperty.SerializeProperties(genParams, element, true);
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genParams.Save(element);
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}
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break;
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}
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