v1.3.0.1 (Epic Store release)

This commit is contained in:
Regalis11
2024-03-28 18:34:33 +02:00
parent 81ca8637be
commit 3791670c42
269 changed files with 13160 additions and 2966 deletions
@@ -381,7 +381,7 @@ namespace Barotrauma.Lights
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
Vector3 glowColorHSV = ToolBox.RGBToHSV(AmbientLight);
glowColorHSV.Z = Math.Max(glowColorHSV.Z, 0.4f);
Color glowColor = ToolBox.HSVToRGB(glowColorHSV.X, glowColorHSV.Y, glowColorHSV.Z);
Color glowColor = ToolBoxCore.HSVToRGB(glowColorHSV.X, glowColorHSV.Y, glowColorHSV.Z);
Vector2 glowSpriteSize = new Vector2(gapGlowTexture.Width, gapGlowTexture.Height);
foreach (var gap in Gap.GapList)
{
@@ -184,7 +184,8 @@ namespace Barotrauma
connection.CrackSegments.Clear();
connection.CrackSegments.AddRange(MathUtils.GenerateJaggedLine(
connectionStart, connectionEnd,
iterations, connectionLength * generationParams.ConnectionIndicatorDisplacementMultiplier));
iterations, connectionLength * generationParams.ConnectionIndicatorDisplacementMultiplier,
rng: Rand.GetRNG(Rand.RandSync.ServerAndClient)));
}
private void LocationChanged(Location prevLocation, Location newLocation)
@@ -9,8 +9,8 @@ namespace Barotrauma
{
private static readonly LocalizedString radiationTooltip = TextManager.Get("RadiationTooltip");
private static float spriteIndex;
private readonly SpriteSheet sheet = GUIStyle.RadiationAnimSpriteSheet;
private int maxFrames => sheet.FrameCount + 1;
private readonly SpriteSheet? sheet = GUIStyle.RadiationAnimSpriteSheet;
private int maxFrames => (sheet?.FrameCount ?? 0) + 1;
private bool isHovingOver;
@@ -18,7 +18,7 @@ namespace Barotrauma
{
if (!Enabled) { return; }
UISprite uiSprite = GUIStyle.Radiation;
UISprite? uiSprite = GUIStyle.Radiation;
var (offsetX, offsetY) = Map.DrawOffset * zoom;
var (centerX, centerY) = container.Center.ToVector2();
var (halfSizeX, halfSizeY) = new Vector2(container.Width / 2f, container.Height / 2f) * zoom;
@@ -29,18 +29,21 @@ namespace Barotrauma
Vector2 spriteScale = new Vector2(zoom);
uiSprite.Sprite.DrawTiled(spriteBatch, topLeft, size, color: Params.RadiationAreaColor, startOffset: Vector2.Zero, textureScale: spriteScale);
uiSprite?.Sprite.DrawTiled(spriteBatch, topLeft, size, color: Params.RadiationAreaColor, startOffset: Vector2.Zero, textureScale: spriteScale);
Vector2 topRight = topLeft + Vector2.UnitX * size.X;
int index = 0;
for (float i = 0; i <= size.Y; i += sheet.FrameSize.Y / 2f * zoom)
if (sheet != null)
{
bool isEven = ++index % 2 == 0;
Vector2 origin = new Vector2(0.5f, 0) * sheet.FrameSize.X;
// every other sprite's animation is reversed to make it seem more chaotic
int sprite = (int) MathF.Floor(isEven ? spriteIndex : maxFrames - spriteIndex);
sheet.Draw(spriteBatch, sprite, topRight + new Vector2(0, i), Params.RadiationBorderTint, origin, 0f, spriteScale);
for (float i = 0; i <= size.Y; i += sheet.FrameSize.Y / 2f * zoom)
{
bool isEven = ++index % 2 == 0;
Vector2 origin = new Vector2(0.5f, 0) * sheet.FrameSize.X;
// every other sprite's animation is reversed to make it seem more chaotic
int sprite = (int) MathF.Floor(isEven ? spriteIndex : maxFrames - spriteIndex);
sheet.Draw(spriteBatch, sprite, topRight + new Vector2(0, i), Params.RadiationBorderTint, origin, 0f, spriteScale);
}
}
isHovingOver = container.Contains(PlayerInput.MousePosition) && PlayerInput.MousePosition.X < topLeft.X + size.X;
@@ -888,12 +888,12 @@ namespace Barotrauma
var hsvBase = hsv;
hsvBase.Y *= 4f;
hsvBase.Z *= 0.8f;
btn.Color = ToolBox.HSVToRGB(hsvBase.X, hsvBase.Y, hsvBase.Z);
btn.SelectedColor = ToolBox.HSVToRGB(hsvBase.X, hsvBase.Y, hsvBase.Z);
btn.Color = ToolBoxCore.HSVToRGB(hsvBase.X, hsvBase.Y, hsvBase.Z);
btn.SelectedColor = ToolBoxCore.HSVToRGB(hsvBase.X, hsvBase.Y, hsvBase.Z);
var hsvHover = hsv;
hsvHover.Z *= 1.2f;
btn.HoverColor = ToolBox.HSVToRGB(hsvHover.X, hsvHover.Y, hsvHover.Z);
btn.HoverColor = ToolBoxCore.HSVToRGB(hsvHover.X, hsvHover.Y, hsvHover.Z);
}
public static List<MapEntity> FilteredSelectedList { get; private set; } = new List<MapEntity>();