(33abbb810) Fixed: Interfaces that were too small on 4k by removing the use of maxsize & adding scale related multipliers to absolute values
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@@ -146,7 +146,7 @@ namespace Barotrauma
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{
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bool isDifferentTarget = Vector2.DistanceSquared(target, currentTarget) > 1;
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//find a new path if one hasn't been found yet or the target is different from the current target
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if (currentPath == null || isDifferentTarget || findPathTimer < -1.0f)
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if (currentPath == null || Vector2.DistanceSquared(target, currentTarget) > 1.0f || findPathTimer < -1.0f)
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{
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IsPathDirty = true;
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@@ -163,11 +163,7 @@ namespace Barotrauma
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}
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}
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var newPath = pathFinder.FindPath(pos, target, "(Character: " + character.Name + ")");
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if (currentPath == null || isDifferentTarget || newPath.Cost < currentPath.Cost)
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{
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currentPath = newPath;
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}
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currentPath = pathFinder.FindPath(pos, target, "(Character: " + character.Name + ")");
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findPathTimer = Rand.Range(1.0f, 1.2f);
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@@ -175,7 +175,7 @@ namespace Barotrauma
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{
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if (character.CanInteractWith(item, out _, checkLinked: false)) { isCompleted = true; }
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}
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else if (Target is Character targetCharacter && !FollowControlledCharacter)
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else if (Target is Character targetCharacter)
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{
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if (character.CanInteractWith(targetCharacter, CloseEnough)) { isCompleted = true; }
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}
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@@ -230,6 +230,13 @@ namespace Barotrauma
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//if searching for a path inside the sub, make sure the waypoint is visible
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if (insideSubmarine)
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{
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// Doesn't seem to work
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//var body = Submarine.CheckVisibility(end, node.Waypoint.SimPosition);
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//if (body != null && body.UserData is Structure)
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//{
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// continue;
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//}
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var body = Submarine.PickBody(end, node.Waypoint.SimPosition, null,
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Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs );
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