diff --git a/Subsurface/Source/Map/Levels/Level.cs b/Subsurface/Source/Map/Levels/Level.cs index 03496ccdc..da3c4e9f1 100644 --- a/Subsurface/Source/Map/Levels/Level.cs +++ b/Subsurface/Source/Map/Levels/Level.cs @@ -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 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(); diff --git a/Subsurface/changelog.txt b/Subsurface/changelog.txt index 759fcc61e..9e02f1fe3 100644 --- a/Subsurface/changelog.txt +++ b/Subsurface/changelog.txt @@ -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 ---------------------------------------------------------------------------------------------------------