Merge branch 'master' into animcontroller-overhaul
Conflicts: Subsurface/Content/Characters/Crawler/crawler.xml Subsurface/Source/Characters/AICharacter.cs Subsurface/Source/Characters/Animation/FishAnimController.cs Subsurface/Source/Characters/Animation/Ragdoll.cs Subsurface/Source/Characters/Character.cs Subsurface/Source/Map/Submarine.cs Subsurface/Source/Map/SubmarineBody.cs Subsurface/Source/Networking/GameClient.cs Subsurface/Source/Networking/GameServer.cs Subsurface/Source/Physics/PhysicsBody.cs
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@@ -97,7 +97,8 @@ namespace Barotrauma
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{
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#if DEBUG
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null)
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null &&
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!DebugConsole.IsOpen)
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{
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var closestSub = Submarine.GetClosest(cam.WorldViewCenter);
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if (closestSub == null) closestSub = GameMain.GameSession.Submarine;
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@@ -338,7 +339,7 @@ namespace Barotrauma
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Submarine.DrawDamageable(spriteBatch, null);
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spriteBatch.End();
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GameMain.LightManager.DrawLightMap(spriteBatch, lightBlur.Effect);
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//GameMain.LightManager.DrawLightMap(spriteBatch, lightBlur.Effect);
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GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, true);
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}
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@@ -402,6 +403,7 @@ namespace Barotrauma
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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.AlphaBlend);
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float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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Color.Lerp(new Color(0.1f, 0.1f, 0.1f), Color.Red, r));
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