New wire sprite and switched the body from circle to capsule, tweaked physicsbody position lerping logic (catches up with the server faster)
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@@ -742,9 +742,6 @@
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<SubType>Designer</SubType>
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<SubType>Designer</SubType>
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</Content>
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</Content>
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<Content Include="Content\Items\Electricity\wire.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\Pump\pump.xml">
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<Content Include="Content\Items\Pump\pump.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<SubType>Designer</SubType>
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<SubType>Designer</SubType>
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Binary file not shown.
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Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 15 KiB |
@@ -15,9 +15,9 @@
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<Item name="Copper Bar"/>
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<Item name="Copper Bar"/>
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</Deconstruct>
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</Deconstruct>
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<Sprite texture ="wire.png" depth="0.55"/>
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<Sprite texture ="signalcomp.png" depth="0.55" sourcerect="83,105,44,22"/>
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<Body radius="15" density="30"/>
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<Body radius="7" width="25" density="30"/>
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
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@@ -38,8 +38,9 @@
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<Item name="Copper Bar"/>
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<Item name="Copper Bar"/>
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</Deconstruct>
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</Deconstruct>
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<Sprite texture ="wire.png" depth="0.55"/>
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<Sprite texture ="signalcomp.png" depth="0.55" sourcerect="83,105,44,22"/>
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<Body radius="15" density="30"/>
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<Body radius="7" width="25" density="30"/>
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
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<Wire/>
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<Wire/>
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@@ -59,8 +60,9 @@
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<Item name="Copper Bar"/>
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<Item name="Copper Bar"/>
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</Deconstruct>
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</Deconstruct>
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<Sprite texture ="wire.png" depth="0.55"/>
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<Sprite texture ="signalcomp.png" depth="0.55" sourcerect="83,105,44,22"/>
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<Body radius="15" density="30"/>
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<Body radius="7" width="25" density="30"/>
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
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<Wire/>
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<Wire/>
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@@ -80,8 +82,9 @@
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<Item name="Copper Bar"/>
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<Item name="Copper Bar"/>
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</Deconstruct>
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</Deconstruct>
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<Sprite texture ="wire.png" depth="0.55"/>
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<Sprite texture ="signalcomp.png" depth="0.55" sourcerect="83,105,44,22"/>
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<Body radius="15" density="30"/>
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<Body radius="7" width="25" density="30"/>
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
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<Wire/>
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<Wire/>
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Before Width: | Height: | Size: 1.5 KiB |
@@ -8,7 +8,7 @@
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<Sprite texture ="captainhat.png" depth="0.6"/>
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<Sprite texture ="captainhat.png" depth="0.6"/>
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<Body radius="8" density="30"/>
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<Body width="25" height="15" density="30"/>
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<Wearable limbtype="Head" slots="Any,Head">
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<Wearable limbtype="Head" slots="Any,Head">
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<sprite texture="captainhat.png" limb="Head" origin="0.5,0.9"/>
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<sprite texture="captainhat.png" limb="Head" origin="0.5,0.9"/>
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@@ -500,7 +500,7 @@ namespace Barotrauma
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{
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{
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//if there are more than 2 positions in the buffer,
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//if there are more than 2 positions in the buffer,
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//increase the interpolation speed to catch up with the server
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//increase the interpolation speed to catch up with the server
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float speedMultiplier = 0.9f + (float)Math.Pow((positionBuffer.Count - 2) / 5.0f, 2.0f);
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float speedMultiplier = (float)Math.Pow(1.0f + (positionBuffer.Count - 2) / 10.0f, 2.0f);
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netInterpolationState += (deltaTime * speedMultiplier) / (next.Timestamp - prev.Timestamp);
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netInterpolationState += (deltaTime * speedMultiplier) / (next.Timestamp - prev.Timestamp);
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newPosition = Vector2.Lerp(prev.Position, next.Position, netInterpolationState);
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newPosition = Vector2.Lerp(prev.Position, next.Position, netInterpolationState);
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