(e9f10995d) Merge branch 'bugreporterUI' into dev

This commit is contained in:
Joonas Rikkonen
2019-05-18 17:43:00 +03:00
parent 3a2310e547
commit 78b67de866
52 changed files with 428 additions and 223 deletions
@@ -165,8 +165,8 @@ namespace Barotrauma
{
Vector2 nodePos = node.Position;
float xDiff = System.Math.Abs(start.X - nodePos.X);
float yDiff = System.Math.Abs(start.Y - nodePos.Y);
float xDiff = Math.Abs(start.X - nodePos.X);
float yDiff = Math.Abs(start.Y - nodePos.Y);
if (yDiff > 1.0f && node.Waypoint.Ladders == null && node.Waypoint.Stairs == null)
{
@@ -190,7 +190,7 @@ namespace Barotrauma
if (body != null)
{
if (body.UserData is Submarine) continue;
//if (body.UserData is Submarine) continue;
if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) continue;
if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;
}
@@ -216,7 +216,7 @@ namespace Barotrauma
{
Vector2 nodePos = node.Position;
float dist = Vector2.Distance(end, nodePos);
float dist = Vector2.DistanceSquared(end, nodePos);
if (insideSubmarine)
{
//much higher cost to waypoints that are outside
@@ -229,19 +229,12 @@ namespace Barotrauma
//if searching for a path inside the sub, make sure the waypoint is visible
if (insideSubmarine)
{
// Doesn't seem to work
//var body = Submarine.CheckVisibility(end, node.Waypoint.SimPosition);
//if (body != null && body.UserData is Structure)
//{
// continue;
//}
var body = Submarine.PickBody(end, node.Waypoint.SimPosition, null,
Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs );
if (body != null)
{
if (body.UserData is Submarine) continue;
//if (body.UserData is Submarine) continue;
if (body.UserData is Structure && !((Structure)body.UserData).IsPlatform) continue;
if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) continue;