Build 0.18.7.0

This commit is contained in:
Markus Isberg
2022-06-08 21:52:38 +09:00
parent 5a10b444ee
commit 4f5a3bf8b9
56 changed files with 401 additions and 245 deletions
@@ -287,6 +287,11 @@ namespace Barotrauma
InputBox.OnDeselected += (gui, Keys) =>
{
ChatManager.Clear();
if (GUIFrame.IsParentOf(GUI.MouseOn))
{
CloseAfterMessageSent = false;
return;
}
ChatMessage.GetChatMessageCommand(InputBox.Text, out var message);
if (string.IsNullOrEmpty(message))
{
@@ -15,7 +15,7 @@ namespace Barotrauma
get { return inventoryTopY; }
set
{
if (value == inventoryTopY) return;
if (value == inventoryTopY) { return; }
inventoryTopY = value;
CreateAreas();
}
@@ -91,8 +91,6 @@ namespace Barotrauma
if (GameMain.Instance != null)
{
GameMain.Instance.ResolutionChanged += CreateAreas;
#warning TODO: reimplement
//GameSettings.CurrentConfig.OnHUDScaleChanged += CreateAreas;
CreateAreas();
CharacterInfo.Init();
}
@@ -1559,10 +1559,10 @@ namespace Barotrauma
RichString missionReputationString = RichString.Rich(reputationText, wrapMissionText(GUIStyle.Font));
RichString missionDescriptionString = RichString.Rich(descriptionText, wrapMissionText(GUIStyle.Font));
Vector2 missionNameSize = GUIStyle.LargeFont.MeasureString(missionNameString);
Vector2 missionDescriptionSize = GUIStyle.Font.MeasureString(missionDescriptionString);
Vector2 missionRewardSize = GUIStyle.Font.MeasureString(missionRewardString);
Vector2 missionReputationSize = GUIStyle.Font.MeasureString(missionReputationString);
Vector2 missionNameSize = GUIStyle.LargeFont.MeasureString(missionNameString.SanitizedValue);
Vector2 missionDescriptionSize = GUIStyle.Font.MeasureString(missionDescriptionString.SanitizedValue);
Vector2 missionRewardSize = GUIStyle.Font.MeasureString(missionRewardString.SanitizedValue);
Vector2 missionReputationSize = GUIStyle.Font.MeasureString(missionReputationString.SanitizedValue);
float ySize = missionNameSize.Y + missionDescriptionSize.Y + missionRewardSize.Y + missionReputationSize.Y + missionTextGroup.AbsoluteSpacing * 4;
bool displayDifficulty = mission.Difficulty.HasValue;