Build 1.1.4.0
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@@ -35,6 +35,13 @@ namespace Barotrauma
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Rectangle camView = cam.WorldView;
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camView = new Rectangle(camView.X - CullMargin, camView.Y + CullMargin, camView.Width + CullMargin * 2, camView.Height + CullMargin * 2);
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if (Level.Loaded?.Renderer?.CollapseEffectStrength is > 0.0f)
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{
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//force everything to be visible when the collapse effect (which moves everything to a single point) is active
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camView = Rectangle.Union(AbsRect(camView.Location.ToVector2(), camView.Size.ToVector2()), new Rectangle(Point.Zero, Level.Loaded.Size));
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camView.Y += camView.Height;
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}
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if (Math.Abs(camView.X - prevCullArea.X) < CullMoveThreshold &&
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Math.Abs(camView.Y - prevCullArea.Y) < CullMoveThreshold &&
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Math.Abs(camView.Right - prevCullArea.Right) < CullMoveThreshold &&
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