OBT/1.1.1 (#51)
Reverted an outdated change which is no longer in use Removed CL-EP install command due to partical system issues
This commit is contained in:
@@ -1317,10 +1317,14 @@ namespace Barotrauma
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GameMain.LuaCs.ToggleDebugger(port);
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GameMain.LuaCs.ToggleDebugger(port);
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}));
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}));
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/*
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commands.Add(new Command("install_cl_ep", "Installs Client-Side ProjectEP into your client.", (string[] args) =>
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commands.Add(new Command("install_cl_ep", "Installs Client-Side ProjectEP into your client.", (string[] args) =>
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{
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{
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LuaCsInstaller.Install();
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LuaCsInstaller.Install();
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}));
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}));
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*/
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// Removed due to critical partical issues
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// TODO: Partical manager requires a refactor to solve race condition
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commands.Add(new Command("randomizeseed", "randomizeseed: Toggles level seed randomization on/off.", (string[] args) =>
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commands.Add(new Command("randomizeseed", "randomizeseed: Toggles level seed randomization on/off.", (string[] args) =>
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{
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{
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@@ -2,17 +2,16 @@
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using Barotrauma.IO;
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using Barotrauma.IO;
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using Barotrauma.Items.Components;
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using Barotrauma.Items.Components;
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using Barotrauma.Networking;
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using Barotrauma.Networking;
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using Barotrauma.PerkBehaviors;
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using FarseerPhysics;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using System;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Collections.Immutable;
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Linq;
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using System.Linq;
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using System.Xml.Linq;
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using System.Xml.Linq;
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using Barotrauma.PerkBehaviors;
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using Voronoi2;
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using Voronoi2;
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namespace Barotrauma
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namespace Barotrauma
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@@ -485,9 +484,9 @@ namespace Barotrauma
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{
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{
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Rectangle dockedBorders = Borders;
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Rectangle dockedBorders = Borders;
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checkSubmarineBorders.Add(this);
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checkSubmarineBorders.Add(this);
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var connectedSubs = DockedTo.Where(s =>
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var connectedSubs = DockedTo.Where(s =>
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!checkSubmarineBorders.Contains(s) &&
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!checkSubmarineBorders.Contains(s) &&
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!s.Info.IsOutpost &&
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!s.Info.IsOutpost &&
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(allowDifferentTeam || s.TeamID == TeamID));
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(allowDifferentTeam || s.TeamID == TeamID));
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foreach (Submarine dockedSub in connectedSubs)
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foreach (Submarine dockedSub in connectedSubs)
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{
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{
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@@ -509,16 +508,23 @@ namespace Barotrauma
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return dockedBorders;
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return dockedBorders;
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}
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}
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private readonly ConcurrentBag<Submarine> connectedSubs;
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private readonly HashSet<Submarine> connectedSubs;
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/// <summary>
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/// <summary>
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/// Returns a list of all submarines that are connected to this one via docking ports, including this sub.
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/// Returns a list of all submarines that are connected to this one via docking ports, including this sub.
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/// </summary>
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/// </summary>
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public ConcurrentBag<Submarine> GetConnectedSubs()
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public IEnumerable<Submarine> GetConnectedSubs()
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{
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{
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return connectedSubs;
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return connectedSubs;
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}
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}
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private void GetConnectedSubsRecursive(ConcurrentBag<Submarine> subs)
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public void RefreshConnectedSubs()
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{
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connectedSubs.Clear();
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connectedSubs.Add(this);
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GetConnectedSubsRecursive(connectedSubs);
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}
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private void GetConnectedSubsRecursive(HashSet<Submarine> subs)
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{
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{
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foreach (Submarine dockedSub in DockedTo)
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foreach (Submarine dockedSub in DockedTo)
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{
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{
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@@ -528,12 +534,6 @@ namespace Barotrauma
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}
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}
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}
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}
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public void RefreshConnectedSubs()
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{
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connectedSubs.Clear();
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connectedSubs.Add(this);
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GetConnectedSubsRecursive(connectedSubs);
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}
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/// <summary>
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/// <summary>
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/// Attempt to find a spawn position close to the specified position where the sub doesn't collide with walls/ruins
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/// Attempt to find a spawn position close to the specified position where the sub doesn't collide with walls/ruins
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/// </summary>
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/// </summary>
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@@ -551,7 +551,7 @@ namespace Barotrauma
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minWidth += padding;
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minWidth += padding;
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minHeight += padding;
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minHeight += padding;
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int iterations = 0;
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int iterations = 0;
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const int maxIterations = 5;
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const int maxIterations = 5;
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do
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do
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{
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{
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@@ -580,9 +580,9 @@ namespace Barotrauma
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//if the raycast hit a wall, attempt to place the spawnpos there
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//if the raycast hit a wall, attempt to place the spawnpos there
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int offsetFromWall = 10 * -verticalMoveDir;
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int offsetFromWall = 10 * -verticalMoveDir;
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float pickedPos = ConvertUnits.ToDisplayUnits(LastPickedPosition.Y) + offsetFromWall;
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float pickedPos = ConvertUnits.ToDisplayUnits(LastPickedPosition.Y) + offsetFromWall;
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closestPickedPos.Y =
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closestPickedPos.Y =
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verticalMoveDir > 0 ?
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verticalMoveDir > 0 ?
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Math.Min(closestPickedPos.Y, pickedPos) :
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Math.Min(closestPickedPos.Y, pickedPos) :
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Math.Max(closestPickedPos.Y, pickedPos);
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Math.Max(closestPickedPos.Y, pickedPos);
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}
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}
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}
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}
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@@ -597,7 +597,7 @@ namespace Barotrauma
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bool couldMoveInVerticalMoveDir = Math.Sign(newSpawnPos.Y - spawnPos.Y) == Math.Sign(verticalMoveDir);
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bool couldMoveInVerticalMoveDir = Math.Sign(newSpawnPos.Y - spawnPos.Y) == Math.Sign(verticalMoveDir);
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if (!couldMoveInVerticalMoveDir) { break; }
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if (!couldMoveInVerticalMoveDir) { break; }
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spawnPos = ClampToHorizontalLimits(newSpawnPos, limits);
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spawnPos = ClampToHorizontalLimits(newSpawnPos, limits);
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}
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}
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iterations++;
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iterations++;
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} while (iterations < maxIterations);
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} while (iterations < maxIterations);
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@@ -1001,7 +1001,7 @@ namespace Barotrauma
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/// <param name="ignoreBranches">Should plants' branches be ignored?</param>
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/// <param name="ignoreBranches">Should plants' branches be ignored?</param>
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/// <param name="blocksVisibilityPredicate">If the predicate returns false, the fixture is ignored even if it would normally block visibility.</param>
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/// <param name="blocksVisibilityPredicate">If the predicate returns false, the fixture is ignored even if it would normally block visibility.</param>
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/// <returns>A physics body that was between the points (or null)</returns>
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/// <returns>A physics body that was between the points (or null)</returns>
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public static Body CheckVisibility(Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel = false, bool ignoreSubs = false, bool ignoreSensors = true, bool ignoreDisabledWalls = true, bool ignoreBranches = true,
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public static Body CheckVisibility(Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel = false, bool ignoreSubs = false, bool ignoreSensors = true, bool ignoreDisabledWalls = true, bool ignoreBranches = true,
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Predicate<Fixture> blocksVisibilityPredicate = null)
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Predicate<Fixture> blocksVisibilityPredicate = null)
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{
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{
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Body closestBody = null;
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Body closestBody = null;
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@@ -1160,10 +1160,10 @@ namespace Barotrauma
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{
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{
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//a little hacky: undock and redock to ensure the hulls and gaps between docking ports are correct
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//a little hacky: undock and redock to ensure the hulls and gaps between docking ports are correct
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//after all the parts of the submarine have been flipped and moved to correct places.
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//after all the parts of the submarine have been flipped and moved to correct places.
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if (dockingPort.DockingTarget is { } dockingTarget)
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if (dockingPort.DockingTarget is { } dockingTarget)
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{
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{
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dockingPort.Undock();
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dockingPort.Undock();
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dockingPort.Dock(dockingTarget);
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dockingPort.Dock(dockingTarget);
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}
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}
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}
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}
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@@ -1487,7 +1487,7 @@ namespace Barotrauma
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{
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{
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if (ignoreOutposts && sub.Info.IsOutpost) { continue; }
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if (ignoreOutposts && sub.Info.IsOutpost) { continue; }
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if (ignoreOutsideLevel && Level.Loaded != null && sub.IsAboveLevel) { continue; }
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if (ignoreOutsideLevel && Level.Loaded != null && sub.IsAboveLevel) { continue; }
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if (ignoreRespawnShuttle && sub.IsRespawnShuttle) { continue; }
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if (ignoreRespawnShuttle && sub.IsRespawnShuttle) { continue; }
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if (teamType.HasValue && sub.TeamID != teamType) { continue; }
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if (teamType.HasValue && sub.TeamID != teamType) { continue; }
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float dist = Vector2.DistanceSquared(worldPosition, sub.WorldPosition);
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float dist = Vector2.DistanceSquared(worldPosition, sub.WorldPosition);
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if (closest == null || dist < closestDist)
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if (closest == null || dist < closestDist)
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@@ -1551,7 +1551,6 @@ namespace Barotrauma
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if (includingConnectedSubs)
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if (includingConnectedSubs)
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{
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{
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// Performance-sensitive code -> implemented without Linq.
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// Performance-sensitive code -> implemented without Linq.
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foreach (Submarine s in connectedSubs)
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foreach (Submarine s in connectedSubs)
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{
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{
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if (s == entity.Submarine && (allowDifferentTeam || entity.Submarine.TeamID == TeamID) && (allowDifferentType || entity.Submarine.Info.Type == Info.Type))
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if (s == entity.Submarine && (allowDifferentTeam || entity.Submarine.TeamID == TeamID) && (allowDifferentType || entity.Submarine.Info.Type == Info.Type))
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@@ -1601,7 +1600,7 @@ namespace Barotrauma
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Vector4 bounds = new Vector4(float.MaxValue, float.MinValue, float.MinValue, float.MaxValue);
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Vector4 bounds = new Vector4(float.MaxValue, float.MinValue, float.MinValue, float.MaxValue);
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foreach (XElement element in submarineElement.Elements())
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foreach (XElement element in submarineElement.Elements())
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{
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{
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if (element.Name == "Structure")
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if (element.Name == "Structure")
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{
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{
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string name = element.GetAttributeString("name", "");
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string name = element.GetAttributeString("name", "");
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Identifier identifier = element.GetAttributeIdentifier("identifier", "");
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Identifier identifier = element.GetAttributeIdentifier("identifier", "");
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@@ -1643,7 +1642,7 @@ namespace Barotrauma
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{
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{
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Stopwatch sw = Stopwatch.StartNew();
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Stopwatch sw = Stopwatch.StartNew();
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connectedSubs = new ConcurrentBag<Submarine>
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connectedSubs = new HashSet<Submarine>(2)
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{
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{
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this
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this
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};
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};
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@@ -1830,7 +1829,7 @@ namespace Barotrauma
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}
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}
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}
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}
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if (Screen.Selected is { IsEditor: false })
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if (Screen.Selected is { IsEditor : false })
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{
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{
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foreach (Identifier layer in Info.LayersHiddenByDefault)
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foreach (Identifier layer in Info.LayersHiddenByDefault)
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{
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{
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@@ -2012,7 +2011,7 @@ namespace Barotrauma
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Item itemToSwap = kvp.Key;
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Item itemToSwap = kvp.Key;
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ItemPrefab swapTo = kvp.Value;
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ItemPrefab swapTo = kvp.Value;
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itemToSwap.PurchasedNewSwap = item.PurchasedNewSwap;
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itemToSwap.PurchasedNewSwap = item.PurchasedNewSwap;
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if (itemToSwap.Prefab != swapTo) { itemToSwap.PendingItemSwap = swapTo; }
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if (itemToSwap.Prefab != swapTo) { itemToSwap.PendingItemSwap = swapTo; }
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}
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}
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}
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}
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@@ -2102,8 +2101,8 @@ namespace Barotrauma
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public static void Unload()
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public static void Unload()
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{
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{
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if (Unloading)
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if (Unloading)
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{
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{
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DebugConsole.AddWarning($"Called {nameof(Submarine.Unload)} when already unloading.");
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DebugConsole.AddWarning($"Called {nameof(Submarine.Unload)} when already unloading.");
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return;
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return;
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}
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}
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@@ -2153,7 +2152,7 @@ namespace Barotrauma
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Ragdoll.RemoveAll();
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Ragdoll.RemoveAll();
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PhysicsBody.RemoveAll();
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PhysicsBody.RemoveAll();
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StatusEffect.StopAll();
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StatusEffect.StopAll();
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GameMain.World = null;
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GameMain.World = null;
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Powered.Grids.Clear();
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Powered.Grids.Clear();
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@@ -2349,10 +2348,10 @@ namespace Barotrauma
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if (potentialContainer.Submarine == this && !isSecondary)
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if (potentialContainer.Submarine == this && !isSecondary)
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{
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{
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//valid primary container in the same sub -> perfect, let's use that one
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//valid primary container in the same sub -> perfect, let's use that one
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return potentialContainer;
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return potentialContainer;
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}
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}
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selectedContainer = potentialContainer;
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selectedContainer = potentialContainer;
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}
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}
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return selectedContainer;
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return selectedContainer;
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}
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}
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@@ -153,7 +153,7 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Update:GameSession", sw.ElapsedTicks);
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GameMain.PerformanceCounter.AddElapsedTicks("Update:GameSession", sw.ElapsedTicks);
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sw.Restart();
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sw.Restart();
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GameMain.ParticleManager.Update((float)deltaTime);
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GameMain.ParticleManager?.Update((float)deltaTime);
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sw.Stop();
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Update:Particle", sw.ElapsedTicks);
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GameMain.PerformanceCounter.AddElapsedTicks("Update:Particle", sw.ElapsedTicks);
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Reference in New Issue
Block a user