Merge branch 'master' into new-netcode
Conflicts: Subsurface/Properties/AssemblyInfo.cs Subsurface/Source/Characters/AICharacter.cs Subsurface/Source/Characters/Animation/HumanoidAnimController.cs Subsurface/Source/Characters/Character.cs Subsurface/Source/GameMain.cs Subsurface/Source/Items/Components/Signal/Connection.cs Subsurface/Source/Items/Item.cs Subsurface/Source/Networking/GameServer.cs Subsurface/Source/Networking/GameServerLogin.cs Subsurface/Source/Physics/PhysicsBody.cs
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@@ -41,7 +41,7 @@ namespace Barotrauma
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}
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public List<Item> SpawnItems = new List<Item>();
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private bool enabled;
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public bool Enabled
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{
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@@ -51,12 +51,14 @@ namespace Barotrauma
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}
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set
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{
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if (value == enabled) return;
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enabled = value;
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foreach (Limb limb in AnimController.Limbs)
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{
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limb.body.Enabled = enabled;
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}
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AnimController.Collider.Enabled = value;
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}
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}
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@@ -1617,12 +1619,12 @@ namespace Barotrauma
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{
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nameColor = Color.Red;
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}
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spriteBatch.DrawString(GUI.Font, Info.Name, namePos + new Vector2(1.0f / cam.Zoom, 1.0f / cam.Zoom), Color.Black, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.001f);
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spriteBatch.DrawString(GUI.Font, Info.Name, namePos, nameColor, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.0f);
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GUI.Font.DrawString(spriteBatch, Info.Name, namePos + new Vector2(1.0f / cam.Zoom, 1.0f / cam.Zoom), Color.Black, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.001f);
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GUI.Font.DrawString(spriteBatch, Info.Name, namePos, nameColor, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.0f);
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if (GameMain.DebugDraw)
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{
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spriteBatch.DrawString(GUI.Font, ID.ToString(), namePos - new Vector2(0.0f, 20.0f), Color.White);
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GUI.Font.DrawString(spriteBatch, ID.ToString(), namePos - new Vector2(0.0f, 20.0f), Color.White);
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}
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}
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