(00783cc63) Don't premultiply submarine preview image alpha, fixed background texture not covering the whole preview image when using an image resolution larger than the size of the texture
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@@ -365,8 +365,8 @@ namespace Barotrauma
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{
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using (MemoryStream mem = new MemoryStream(Convert.FromBase64String(previewImageData)))
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{
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PreviewImage = new Sprite(TextureLoader.FromStream(mem), null, null);
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}
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PreviewImage = new Sprite(TextureLoader.FromStream(mem, preMultiplyAlpha: false), null, null);
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}
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}
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catch (Exception e)
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{
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@@ -533,6 +533,25 @@ namespace Barotrauma
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{
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maxX = Math.Min(maxX, ruin.Area.X - 100.0f);
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}
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else
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{
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maxX = Math.Min(maxX, ruin.Area.X - 100.0f);
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}
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}
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if (minX < 0.0f && maxX > Level.Loaded.Size.X)
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{
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//no walls found at either side, just use the initial spawnpos and hope for the best
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}
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else if (minX < 0)
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{
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//no wall found at the left side, spawn to the left from the right-side wall
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spawnPos.X = maxX - minWidth - 100.0f + subDockingPortOffset;
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}
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else if (maxX > Level.Loaded.Size.X)
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{
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//no wall found at right side, spawn to the right from the left-side wall
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spawnPos.X = minX + minWidth + 100.0f + subDockingPortOffset;
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}
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if (minX < 0.0f && maxX > Level.Loaded.Size.X)
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