Fixed OnMapLoaded not being called on MapEntities that don't belong to any sub (due to this, gaps weren't created on doors in alien ruins until the game starts running, which occasionally caused entity ID mismatches between clients and the server), changelog update

This commit is contained in:
Regalis
2016-12-31 13:26:50 +02:00
parent 12b7290bad
commit 9a69126b1c
2 changed files with 17 additions and 29 deletions

View File

@@ -448,35 +448,7 @@ namespace Barotrauma
renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));
renderer.PlaceSprites(generationParams.BackgroundSpriteAmount);
/*
wrappingWalls = new WrappingWall[2, 2];
Rectangle ignoredArea = new Rectangle((int)startPosition.X, 0, (int)(endPosition.X - startPosition.X), borders.Height);
for (int side = 0; side < 2; side++)
{
for (int i = 0; i < 2; i++)
{
wrappingWalls[side, i] = new WrappingWall(pathCells, cells, ignoredArea,
(side == 0 ? -1 : 1) * (i + 1));
List<VertexPositionColor> wrappingWallVertices;
CaveGenerator.GeneratePolygons(wrappingWalls[side, i].Cells, out wrappingWallVertices, false);
wrappingWalls[side, i].SetBodyVertices(wrappingWallVertices.ToArray());
wrappingWalls[side, i].SetWallVertices(CaveGenerator.GenerateWallShapes(wrappingWalls[side, i].Cells));
}
}
for (int side = 0; side < 2; side++)
{
for (int i = 0; i < 2; i++)
{
cells.AddRange(wrappingWalls[side, i].Cells);
}
}*/
ShaftBody = BodyFactory.CreateEdge(GameMain.World,
ConvertUnits.ToSimUnits(new Vector2(borders.X, 0)),
ConvertUnits.ToSimUnits(new Vector2(borders.Right, 0)));
@@ -498,6 +470,9 @@ namespace Barotrauma
edge.site2 = null;
}
}
//initialize MapEntities that aren't in any sub (e.g. items inside ruins)
MapEntity.MapLoaded(null);
Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();

View File

@@ -1,3 +1,16 @@
---------------------------------------------------------------------------------------------------------
v0.5.4.3
---------------------------------------------------------------------------------------------------------
- a new enemy
- some new sound effects by Omniary
- some structure-specific damage sounds
- the size of docked subs is taken into account when determining the spawn position of the sub (large
multi-part subs shouldn't spawn inside walls anymore)
- explosion damage is calculated based on the distance to the closest surface of a limb instead of the
center position of the limb (i.e. large monsters can be damaged by smaller explosions)
- fixed a null reference exception caused by wires
---------------------------------------------------------------------------------------------------------
v0.5.4.2
---------------------------------------------------------------------------------------------------------