Fixed map collider generation
I didn't realize the bodies were generated in the same method that generates the mesh triangles, TODO consider splitting that
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@@ -350,6 +350,7 @@ namespace Barotrauma
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public static List<Body> GeneratePolygons(List<VoronoiCell> cells, out List<VertexPositionTexture> verticeList, bool setSolid=true)
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public static List<Body> GeneratePolygons(List<VoronoiCell> cells, out List<VertexPositionTexture> verticeList, bool setSolid=true)
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{
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{
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//TODO: consider separating body generation from render triangle generation
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verticeList = new List<VertexPositionTexture>();
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verticeList = new List<VertexPositionTexture>();
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var bodies = new List<Body>();
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var bodies = new List<Body>();
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@@ -440,10 +440,11 @@ namespace Barotrauma
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List<VoronoiCell> cellsWithBody = new List<VoronoiCell>(cells);
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List<VoronoiCell> cellsWithBody = new List<VoronoiCell>(cells);
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#if CLIENT
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List<VertexPositionTexture> bodyVertices;
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List<VertexPositionTexture> bodyVertices;
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bodies = CaveGenerator.GeneratePolygons(cellsWithBody, out bodyVertices);
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bodies = CaveGenerator.GeneratePolygons(cellsWithBody, out bodyVertices);
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#if CLIENT
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renderer.SetBodyVertices(bodyVertices.ToArray());
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renderer.SetBodyVertices(bodyVertices.ToArray());
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renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));
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renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));
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