(2f573ba39) Fix Hammerhead spritesheet orientation.

This commit is contained in:
Joonas Rikkonen
2019-03-27 20:54:13 +02:00
parent 4cb3469c4f
commit 86ded4b1d5
5 changed files with 197 additions and 82 deletions

View File

@@ -1998,6 +1998,189 @@ namespace Barotrauma
NPCConversation.WriteToCSV();
}));
commands.Add(new Command("csvtoxml", "csvtoxml [language] -> Converts .csv localization files in Content/NPCConversations & Content/Texts to .xml for use in-game.", (string[] args) =>
{
if (args.Length == 0) return;
LocalizationCSVtoXML.Convert(args[0]);
}));
#endif
commands.Add(new Command("cleanbuild", "", (string[] args) =>
{
float defaultZoom = Screen.Selected.Cam.DefaultZoom;
if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out defaultZoom);
float zoomSmoothness = Screen.Selected.Cam.ZoomSmoothness;
if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out zoomSmoothness);
float moveSmoothness = Screen.Selected.Cam.MoveSmoothness;
if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out moveSmoothness);
float minZoom = Screen.Selected.Cam.MinZoom;
if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out minZoom);
float maxZoom = Screen.Selected.Cam.MaxZoom;
if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out maxZoom);
Screen.Selected.Cam.DefaultZoom = defaultZoom;
Screen.Selected.Cam.ZoomSmoothness = zoomSmoothness;
Screen.Selected.Cam.MoveSmoothness = moveSmoothness;
Screen.Selected.Cam.MinZoom = minZoom;
Screen.Selected.Cam.MaxZoom = maxZoom;
}));
commands.Add(new Command("waterparams", "waterparams [distortionscalex] [distortionscaley] [distortionstrengthx] [distortionstrengthy] [bluramount]: default 0.5 0.5 0.5 0.5 1", (string[] args) =>
{
float distortScaleX = 0.5f, distortScaleY = 0.5f;
float distortStrengthX = 0.5f, distortStrengthY = 0.5f;
float blurAmount = 0.0f;
if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleX);
if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleY);
if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthX);
if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthY);
if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out blurAmount);
WaterRenderer.DistortionScale = new Vector2(distortScaleX, distortScaleY);
WaterRenderer.DistortionStrength = new Vector2(distortStrengthX, distortStrengthY);
WaterRenderer.BlurAmount = blurAmount;
}));
commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) =>
{
//TODO: maybe do this automatically during loading when possible?
if (Screen.Selected == GameMain.SubEditorScreen)
{
if (!MapEntity.SelectedAny)
{
ThrowError("You have to select item(s) first!");
}
else
{
foreach (var mapEntity in MapEntity.SelectedList)
{
if (mapEntity is Item item)
{
item.Rect = new Rectangle(item.Rect.X, item.Rect.Y,
(int)(item.Prefab.sprite.size.X * item.Prefab.Scale),
(int)(item.Prefab.sprite.size.Y * item.Prefab.Scale));
}
else if (mapEntity is Structure structure)
{
if (!structure.ResizeHorizontal)
{
structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
(int)structure.Prefab.ScaledSize.X,
structure.Rect.Height);
}
if (!structure.ResizeVertical)
{
structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
structure.Rect.Width,
(int)structure.Prefab.ScaledSize.Y);
}
}
}
}
}
}, isCheat: false));
#endif
GameMain.Config.SaveNewPlayerConfig();
commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
{
string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt";
string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml";
string[] lines;
try
{
lines = File.ReadAllLines(sourcePath);
}
catch (Exception e)
{
ThrowError("Reading the file \"" + sourcePath + "\" failed.", e);
return;
}
var doc = XMLExtensions.TryLoadXml(destinationPath);
int i = 0;
foreach (XElement element in doc.Root.Elements())
{
if (i >= lines.Length)
{
ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file.");
return;
}
element.Value = lines[i];
i++;
}
doc.Save(destinationPath);
},
() =>
{
var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/"));
return new string[][]
{
files.Where(f => Path.GetExtension(f)==".txt").ToArray(),
files.Where(f => Path.GetExtension(f)==".xml").ToArray()
};
}));
commands.Add(new Command("updatetextfile", "updatetextfile [sourcefile] [destinationfile]: Inserts all the xml elements that are only present in the source file into the destination file. Can be used to update outdated translation files more easily.", (string[] args) =>
{
if (args.Length < 2) return;
string sourcePath = args[0];
string destinationPath = args[1];
var sourceDoc = XMLExtensions.TryLoadXml(sourcePath);
var destinationDoc = XMLExtensions.TryLoadXml(destinationPath);
XElement destinationElement = destinationDoc.Root.Elements().First();
foreach (XElement element in sourceDoc.Root.Elements())
{
if (destinationDoc.Root.Element(element.Name) == null)
{
element.Value = "!!!!!!!!!!!!!" + element.Value;
destinationElement.AddAfterSelf(element);
}
XNode nextNode = destinationElement.NextNode;
while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
destinationElement = nextNode as XElement;
}
destinationDoc.Save(destinationPath);
},
() =>
{
var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray();
return new string[][]
{
files,
files
};
}));
commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
{
string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
List<string> lines = new List<string>();
foreach (MapEntityPrefab me in MapEntityPrefab.List)
{
lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
}
File.WriteAllLines(filePath, lines);
}));
#if DEBUG
commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) =>
{
if (args.Length != 1) return;
TextManager.CheckForDuplicates(args[0]);
}));
commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) =>
{
TextManager.WriteToCSV();
NPCConversation.WriteToCSV();
}));
commands.Add(new Command("csvtoxml", "csvtoxml [language] -> Converts .csv localization files in Content/NPCConversations & Content/Texts to .xml for use in-game.", (string[] args) =>
{
if (args.Length == 0) return;

View File

@@ -127,18 +127,6 @@ namespace Barotrauma.Items.Components
Stretch = true,
RelativeSpacing = 0.03f
};
autopilotTickBox = new GUITickBox(new RectTransform(new Vector2(0.3f, 0.3f), paddedControlContainer.RectTransform),
TextManager.Get("SteeringAutoPilot"), style: "GUIRadioButton")
{
OnSelected = (GUITickBox box) =>
{
AutoPilot = box.Selected;
if (AutoPilot && MaintainPos)
{
posToMaintain = controlledSub == null ? item.WorldPosition : controlledSub.WorldPosition;
}
unsentChanges = true;
user = Character.Controlled;
maintainPosTickBox = new GUITickBox(new RectTransform(new Vector2(0.2f, 0.2f), paddedAutoPilotControls.RectTransform),
TextManager.Get("SteeringMaintainPos"), font: GUI.SmallFont)

View File

@@ -1282,75 +1282,6 @@ namespace Barotrauma.Networking
}
}
private void ReadLobbyUpdate(NetIncomingMessage inc)
{
UInt16 listId = inc.ReadUInt16();
List<TempClient> tempClients = new List<TempClient>();
int clientCount = inc.ReadByte();
for (int i = 0; i < clientCount; i++)
{
byte id = inc.ReadByte();
string name = inc.ReadString();
UInt16 characterID = inc.ReadUInt16();
bool muted = inc.ReadBoolean();
inc.ReadPadBits();
tempClients.Add(new TempClient
{
ID = id,
Name = name,
CharacterID = characterID,
Muted = muted
});
}
if (NetIdUtils.IdMoreRecent(listId, LastClientListUpdateID))
{
bool updateClientListId = true;
List<Client> currentClients = new List<Client>();
foreach (TempClient tc in tempClients)
{
//see if the client already exists
var existingClient = ConnectedClients.Find(c => c.ID == tc.ID && c.Name == tc.Name);
if (existingClient == null) //if not, create it
{
existingClient = new Client(tc.Name, tc.ID)
{
Muted = tc.Muted
};
ConnectedClients.Add(existingClient);
GameMain.NetLobbyScreen.AddPlayer(existingClient);
}
existingClient.Character = null;
existingClient.Muted = tc.Muted;
if (tc.CharacterID > 0)
{
existingClient.Character = Entity.FindEntityByID(tc.CharacterID) as Character;
if (existingClient.Character == null)
{
updateClientListId = false;
}
}
if (existingClient.ID == myID)
{
existingClient.SetPermissions(permissions, permittedConsoleCommands);
}
currentClients.Add(existingClient);
}
//remove clients that aren't present anymore
for (int i = ConnectedClients.Count - 1; i >= 0; i--)
{
if (!currentClients.Contains(ConnectedClients[i]))
{
GameMain.NetLobbyScreen.RemovePlayer(ConnectedClients[i]);
ConnectedClients[i].Dispose();
ConnectedClients.RemoveAt(i);
}
}
if (updateClientListId) LastClientListUpdateID = listId;
}
}
private void ReadLobbyUpdate(NetIncomingMessage inc)
{
ServerNetObject objHeader;

View File

@@ -57,6 +57,18 @@ namespace Barotrauma
RelativeSpacing = 0.02f
};
var columnContainer = new GUILayoutGroup(new RectTransform(Vector2.One, newGameContainer.RectTransform), isHorizontal: true)
{
Stretch = true,
RelativeSpacing = 0.05f
};
var leftColumn = new GUILayoutGroup(new RectTransform(Vector2.One, columnContainer.RectTransform))
{
Stretch = true,
RelativeSpacing = 0.02f
};
var rightColumn = new GUILayoutGroup(new RectTransform(Vector2.One, columnContainer.RectTransform))
{
RelativeSpacing = 0.02f

View File

@@ -332,7 +332,8 @@ namespace Barotrauma.Networking
}
}
foreach (NetEntityEvent entityEvent in sentEvents)
//too many events for one packet
if (eventsToSync.Count > 200)
{
msg.Write((byte)ServerNetObject.ENTITY_EVENT_INITIAL);
msg.Write(client.UnreceivedEntityEventCount);