Build 0.18.13.0
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@@ -254,7 +254,7 @@ namespace Barotrauma.Lights
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}
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//remove some lights with a light volume if there's too many of them
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if (activeLightsWithLightVolume.Count > GameSettings.CurrentConfig.Graphics.VisibleLightLimit)
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if (activeLightsWithLightVolume.Count > GameSettings.CurrentConfig.Graphics.VisibleLightLimit && Screen.Selected is { IsEditor: false })
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{
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for (int i = GameSettings.CurrentConfig.Graphics.VisibleLightLimit; i < activeLightsWithLightVolume.Count; i++)
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{
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@@ -52,7 +52,7 @@ namespace Barotrauma.Lights
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[Serialize(0f, IsPropertySaveable.Yes), Editable(MinValueFloat = -360, MaxValueFloat = 360, ValueStep = 1, DecimalCount = 0)]
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public float Rotation { get; set; }
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public Vector2 GetOffset() => Vector2.Transform(Offset, Matrix.CreateRotationZ(Rotation));
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public Vector2 GetOffset() => Vector2.Transform(Offset, Matrix.CreateRotationZ(MathHelper.ToRadians(Rotation)));
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private float flicker;
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[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "How heavily the light flickers. 0 = no flickering, 1 = the light will alternate between completely dark and full brightness.")]
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