Fixed AIObjectiveGoto terminating if previous path was unreachable, BackGroundSpriteManager won't place a sprite if a suitable position isn't found, StatusEffect fire position fix, UI improvements, door convexhull fix, progress on Fabricators & Deconstructors, mapentities sorted by category in edit mode, item descriptions, TutorialMode refactoring to make it easier to add new types of tutorials
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@@ -353,7 +353,7 @@ namespace Barotrauma.Lights
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else
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{
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shadowEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, shadowVertexCount*2 - 2);
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, shadowVertexCount * 2 - 2);
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}
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}
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@@ -222,6 +222,7 @@ namespace Barotrauma
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}
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Item.Spawner.Update();
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Item.Remover.Update();
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}
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public virtual void Update(Camera cam, float deltaTime) { }
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@@ -7,6 +7,11 @@ using Microsoft.Xna.Framework.Input;
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namespace Barotrauma
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{
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enum MapEntityCategory
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{
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Structure, Machine, Item, Electrical, Equipment, Material
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}
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class MapEntityPrefab
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{
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public static List<MapEntityPrefab> list = new List<MapEntityPrefab>();
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@@ -57,6 +62,12 @@ namespace Barotrauma
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get { return resizeVertical; }
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}
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public MapEntityCategory Category
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{
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get;
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protected set;
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}
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public Color SpriteColor
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{
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get;
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@@ -138,17 +138,20 @@ namespace Barotrauma
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newRect = Submarine.AbsRect(placePosition, placeSize);
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//newRect.Width = (int)Math.Max(newRect.Width, Map.gridSize.X);
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//newRect.Height = (int)Math.Max(newRect.Height, Map.gridSize.Y);
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if (PlayerInput.GetMouseState.LeftButton == ButtonState.Released)
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{
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new Structure(newRect, this, Submarine.Loaded);
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if (Submarine.Loaded != null)
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{
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newRect.Location -= Submarine.Loaded.Position.ToPoint();
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}
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var structure = new Structure(newRect, this, Submarine.Loaded);
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structure.Submarine = Submarine.Loaded;
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selected = null;
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return;
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}
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//position = placePosition;
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}
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sprite.DrawTiled(spriteBatch, new Vector2(newRect.X, -newRect.Y), new Vector2(newRect.Width, newRect.Height), Color.White);
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