(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.

This commit is contained in:
Joonas Rikkonen
2019-04-04 11:06:12 +03:00
parent 2290645bc9
commit 5f05322fdb
51 changed files with 444 additions and 525 deletions
@@ -52,7 +52,7 @@ namespace Barotrauma
damageEffect.Parameters["aMultiplier"].SetValue(50.0f);
damageEffect.Parameters["cMultiplier"].SetValue(200.0f);
distortTexture = TextureLoader.FromFile("Content/Effects/distortnormals.png", preMultiplyAlpha: false);
distortTexture = TextureLoader.FromFile("Content/Effects/distortnormals.png");
postProcessEffect.Parameters["xDistortTexture"].SetValue(distortTexture);
}