Cherry-picked [ab78991]: Rendering tiled sprites with scaling works correctly now (I think?), added option to edit the offset of structure textures
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@@ -57,6 +57,7 @@ namespace Barotrauma
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private SpriteEffects SpriteEffects = SpriteEffects.None;
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private bool flippedX;
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private bool flippedY;
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//sections of the wall that are supposed to be rendered
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public WallSection[] sections
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@@ -154,21 +155,7 @@ namespace Barotrauma
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get { return spriteColor; }
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set { spriteColor = value; }
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}
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protected Vector2 textureScale = Vector2.One;
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[Editable, Serialize("1.0, 1.0", true)]
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public Vector2 TextureScale
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{
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get { return textureScale; }
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set
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{
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var v = value;
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v.X = MathHelper.Clamp(v.X, 0.01f, 10);
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v.Y = MathHelper.Clamp(v.Y, 0.01f, 10);
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textureScale = v;
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}
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}
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public override Rectangle Rect
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{
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get
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@@ -848,9 +835,7 @@ namespace Barotrauma
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newBody.Friction = 0.5f;
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newBody.OnCollision += OnWallCollision;
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newBody.CollisionCategories = Physics.CollisionWall;
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newBody.CollisionCategories = (prefab.Platform) ? Physics.CollisionPlatform : Physics.CollisionWall;
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newBody.UserData = this;
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bodies.Add(newBody);
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@@ -894,8 +879,12 @@ namespace Barotrauma
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CreateStairBodies();
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}
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CreateSections();
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if (HasBody)
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{
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CreateSections();
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UpdateSections();
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}
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}
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public static void Load(XElement element, Submarine submarine)
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