Build 1.1.4.0

This commit is contained in:
Markus Isberg
2023-03-31 18:40:44 +03:00
parent efba17e0ff
commit 9470edead3
483 changed files with 17487 additions and 8548 deletions
@@ -92,9 +92,6 @@ namespace Barotrauma.Items.Components
rect.Height = (int)(rect.Height * (1.0f - openState));
}
//only merge the door's convex hull with overlapping wall segments if it's fully open or fully closed
//it's the heaviest part of changing the convex hull, and doesn't need to be done while the door is still in motion
bool mergeOverlappingSegments = openState <= 0.0f || openState >= 1.0f;
if (Window.Height > 0 && Window.Width > 0)
{
if (IsHorizontal)
@@ -117,7 +114,7 @@ namespace Barotrauma.Items.Components
else
{
convexHull2.Enabled = true;
convexHull2.SetVertices(GetConvexHullCorners(rect2), mergeOverlappingSegments);
SetVertices(convexHull2, rect2);
}
}
}
@@ -141,7 +138,7 @@ namespace Barotrauma.Items.Components
else
{
convexHull2.Enabled = true;
convexHull2.SetVertices(GetConvexHullCorners(rect2), mergeOverlappingSegments);
SetVertices(convexHull2, rect2);
}
}
}
@@ -156,13 +153,28 @@ namespace Barotrauma.Items.Components
else
{
convexHull.Enabled = true;
convexHull.SetVertices(GetConvexHullCorners(rect), mergeOverlappingSegments);
SetVertices(convexHull, rect);
}
convexHull.IsExteriorWall = !linkedGap.IsRoomToRoom;
if (convexHull2 != null) { convexHull2.IsExteriorWall = convexHull.IsExteriorWall; }
}
private void SetVertices(ConvexHull convexHull, Rectangle rect)
{
var verts = GetConvexHullCorners(rect);
Vector2 center = (verts[0] + verts[2]) / 2;
convexHull.SetVertices(
verts,
IsHorizontal ?
new Vector2[] { new Vector2(verts[0].X, center.Y), new Vector2(verts[2].X, center.Y) } :
new Vector2[] { new Vector2(center.X, verts[0].Y), new Vector2(center.X, verts[2].Y) });
}
partial void UpdateProjSpecific(float deltaTime)
{
convexHull.IsExteriorWall = !linkedGap.IsRoomToRoom;
if (convexHull2 != null) { convexHull2.IsExteriorWall = convexHull.IsExteriorWall; }
if (shakeTimer > 0.0f)
{
shakeTimer -= deltaTime;
@@ -182,7 +194,7 @@ namespace Barotrauma.Items.Components
if (brokenSprite == null)
{
//broken doors turn black if no broken sprite has been configured
color *= (item.Condition / item.MaxCondition);
color = color.Multiply(item.Condition / item.MaxCondition);
color.A = 255;
}