Merge branch 'master' into dev
# Conflicts: # Barotrauma/BarotraumaClient/ClientSource/Characters/Character.cs # Barotrauma/BarotraumaClient/ClientSource/DebugConsole.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/Store.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Inventory.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Item.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Map/Radiation.cs # Barotrauma/BarotraumaClient/ClientSource/Map/MapEntity.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/ServerList/ServerInfo.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/MainMenuScreen/MainMenuScreen.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/ServerListScreen/ServerListScreen.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/SubEditorScreen.cs # Barotrauma/BarotraumaClient/ClientSource/Serialization/SerializableEntityEditor.cs # Barotrauma/BarotraumaClient/ClientSource/Settings/SettingsMenu.cs # Barotrauma/BarotraumaClient/ClientSource/SpamServerFilter.cs # Barotrauma/BarotraumaClient/ClientSource/Sprite/Sprite.cs # Barotrauma/BarotraumaClient/ClientSource/Steam/Lobby.cs # Barotrauma/BarotraumaClient/LinuxClient.csproj # Barotrauma/BarotraumaClient/MacClient.csproj # Barotrauma/BarotraumaClient/WindowsClient.csproj # Barotrauma/BarotraumaServer/LinuxServer.csproj # Barotrauma/BarotraumaServer/MacServer.csproj # Barotrauma/BarotraumaServer/ServerSource/GameMain.cs # Barotrauma/BarotraumaServer/ServerSource/Steam/SteamManager.cs # Barotrauma/BarotraumaServer/ServerSource/Traitors/TraitorManager.cs # Barotrauma/BarotraumaServer/WindowsServer.csproj # Barotrauma/BarotraumaShared/SharedSource/Characters/Animation/HumanoidAnimController.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Animation/Ragdoll.cs # Barotrauma/BarotraumaShared/SharedSource/DebugConsole.cs # Barotrauma/BarotraumaShared/SharedSource/Extensions/IEnumerableExtensions.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/GameModes/CampaignMode.cs # Barotrauma/BarotraumaShared/SharedSource/Items/ItemPrefab.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Map/Location.cs # Barotrauma/BarotraumaShared/SharedSource/Serialization/Editable/ConditionallyEditable.cs # Barotrauma/BarotraumaShared/SharedSource/Settings/GameSettings.cs # Barotrauma/BarotraumaShared/changelog.txt # Libraries/BarotraumaLibs/BarotraumaCore/Utils/MathUtils.cs
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@@ -279,6 +279,9 @@ namespace Barotrauma.Lights
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light.Position = pos;
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}
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//above the top boundary of the level (in an inactive respawn shuttle?)
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if (Level.Loaded != null && light.WorldPosition.Y > Level.Loaded.Size.Y) { continue; }
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float range = light.LightSourceParams.TextureRange;
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if (light.LightSprite != null)
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{
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@@ -379,7 +382,7 @@ namespace Barotrauma.Lights
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
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Vector3 glowColorHSV = ToolBox.RGBToHSV(AmbientLight);
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glowColorHSV.Z = Math.Max(glowColorHSV.Z, 0.4f);
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Color glowColor = ToolBox.HSVToRGB(glowColorHSV.X, glowColorHSV.Y, glowColorHSV.Z);
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Color glowColor = ToolBoxCore.HSVToRGB(glowColorHSV.X, glowColorHSV.Y, glowColorHSV.Z);
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Vector2 glowSpriteSize = new Vector2(gapGlowTexture.Width, gapGlowTexture.Height);
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foreach (var gap in Gap.GapList)
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{
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