v0.3.5.1:
- fixed UI controls not working in launcher - fixed battery cells not reloading inside batteries - moloch spawns earlier in tutorial - fixed wrong updaterversion in launcher (caused the launcher to always show a warning)
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@@ -80,7 +80,7 @@ namespace Barotrauma
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TitlePosition.X = Math.Min(TitlePosition.X, (float)GameMain.GraphicsWidth / 2.0f);
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}
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
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graphics.Clear(Color.Black);
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spriteBatch.Draw(backgroundTexture, CenterPosition, null, Color.White * Math.Min(state / 5.0f, 1.0f), 0.0f,
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@@ -104,7 +104,7 @@ namespace Barotrauma
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Hull.renderer.RenderBack(spriteBatch, renderTarget, 0.0f);
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}
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
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spriteBatch.Draw(titleTexture,
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TitlePosition, null,
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@@ -24,7 +24,7 @@ namespace Barotrauma
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public static bool WindowActive
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{
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get { return Instance != null && Instance.IsActive; }
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get { return Instance == null || Instance.IsActive; }
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}
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public static bool DebugDraw;
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@@ -276,7 +276,7 @@ namespace Barotrauma.Tutorials
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infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern.");
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while (Submarine.Loaded.WorldPosition.Y > 25000.0f)
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while (Submarine.Loaded.WorldPosition.Y > 29000.0f)
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{
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yield return CoroutineStatus.Running;
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}
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@@ -381,7 +381,7 @@ namespace Barotrauma.Tutorials
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if (!divingMaskSelected &&
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Character.Controlled.ClosestItem != null && Character.Controlled.ClosestItem.Name == "Diving Suit")
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{
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infoBox = CreateInfoFrame("The can only be one item in each inventory slot, so you need to take off "
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infoBox = CreateInfoFrame("There can only be one item in each inventory slot, so you need to take off "
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+"the jumpsuit if you wish to wear a diving suit.");
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divingMaskSelected = true;
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@@ -133,10 +133,10 @@ namespace Barotrauma.Items.Components
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//float gridRate = voltage;
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//if (gridRate>minVoltage)
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//{
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// ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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//}
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if (chargeRate > 0.0f)
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{
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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}
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//recharge
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//if (gridRate >= chargeRate)
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@@ -460,7 +460,7 @@ namespace Barotrauma
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//Game1.GameScreen.DrawMap(graphics, spriteBatch);
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spriteBatch.Begin();
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spriteBatch.Begin(0, BlendState.AlphaBlend);
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buttonsTab.Draw(spriteBatch);
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if (selectedTab>0) menuTabs[selectedTab].Draw(spriteBatch);
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