(a21f15055) Merge branch 'dev' into human-ai
This commit is contained in:
@@ -110,6 +110,8 @@ namespace Barotrauma
|
||||
|
||||
private GUILayoutGroup subPreviewContainer;
|
||||
|
||||
private GUILayoutGroup subPreviewContainer;
|
||||
|
||||
private GUIButton loadGameButton;
|
||||
|
||||
public Action<Submarine, string, string> StartNewGame;
|
||||
|
||||
@@ -149,8 +149,8 @@ namespace Barotrauma
|
||||
//These will be visible through the LOS effect.
|
||||
//Could be drawn with one Submarine.DrawBack call, but we can avoid sorting by depth by doing it like this.
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
|
||||
Submarine.DrawBack(spriteBatch, false, s => s is Structure && s.ResizeVertical && s.ResizeHorizontal);
|
||||
Submarine.DrawBack(spriteBatch, false, s => s is Structure && !(s.ResizeVertical && s.ResizeHorizontal) && ((Structure)s).Prefab.BackgroundSprite != null);
|
||||
Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (s.ResizeVertical || s.ResizeHorizontal) && !s.DrawDamageEffect);
|
||||
Submarine.DrawBack(spriteBatch, false, e => e is Structure s && !(s.ResizeVertical && s.ResizeHorizontal) && s.Prefab.BackgroundSprite != null);
|
||||
spriteBatch.End();
|
||||
|
||||
graphics.SetRenderTarget(null);
|
||||
|
||||
@@ -2281,6 +2281,11 @@ namespace Barotrauma
|
||||
GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
|
||||
}
|
||||
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
sub.UpdateTransform();
|
||||
}
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront,
|
||||
BlendState.AlphaBlend,
|
||||
null, null, null, null,
|
||||
|
||||
Reference in New Issue
Block a user