- Changes to connectionpanel layout: less wire overlap, making it easier to select individual wires
- Highlighting selected wire and the items it's connected to works in editor
This commit is contained in:
@@ -432,7 +432,6 @@ namespace Barotrauma
|
||||
|
||||
if (characterMode)
|
||||
{
|
||||
|
||||
CreateDummyCharacter();
|
||||
}
|
||||
else if (dummyCharacter != null)
|
||||
@@ -674,11 +673,6 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (MapEntity me in MapEntity.mapEntityList)
|
||||
{
|
||||
me.IsHighlighted = false;
|
||||
}
|
||||
|
||||
if (dummyCharacter.SelectedConstruction==null)
|
||||
{
|
||||
Vector2 mouseSimPos = FarseerPhysics.ConvertUnits.ToSimUnits(dummyCharacter.CursorPosition);
|
||||
@@ -768,7 +762,12 @@ namespace Barotrauma
|
||||
//EntityPrefab.DrawList(spriteBatch, new Vector2(20,50));
|
||||
|
||||
if ((characterMode || wiringMode) && dummyCharacter != null)
|
||||
{
|
||||
{
|
||||
foreach (MapEntity me in MapEntity.mapEntityList)
|
||||
{
|
||||
me.IsHighlighted = false;
|
||||
}
|
||||
|
||||
dummyCharacter.AnimController.FindHull(dummyCharacter.CursorWorldPosition, false);
|
||||
|
||||
foreach (Item item in dummyCharacter.SelectedItems)
|
||||
|
||||
Reference in New Issue
Block a user