- fixed ruin doors being placed outside corridors if the corridor passes through multiple rooms

- fog of war isn't drawn or updated when not controlling a character
- fixed topmost cells in the level not being placed in the cellgrid array, causing them to be ignored when enlarging the main path for the sub
- fixed slices of the diving suit sprite "bleeding" into the torso sprite
This commit is contained in:
Regalis
2016-05-10 18:46:42 +03:00
parent e7a06a6171
commit a9ceaeb8ec
6 changed files with 36 additions and 52 deletions

View File

@@ -391,7 +391,7 @@ namespace Barotrauma
{
for (int y = 0; y < cellGrid.GetLength(1); y++)
{
cellGrid[x, y] .Clear();
cellGrid[x, y].Clear();
}
}
@@ -402,17 +402,10 @@ namespace Barotrauma
if (x < 0 || y < 0 || x >= cellGrid.GetLength(0) || y >= cellGrid.GetLength(1)) continue;
cellGrid[x,y].Add(cell);
cellGrid[x, y].Add(cell);
}
Vector2 ruinSize = new Vector2(Rand.Range(5000.0f, 8000.0f, false), Rand.Range(5000.0f, 8000.0f, false));
float ruinRadius = Math.Max(ruinSize.X, ruinSize.Y) * 0.5f;
@@ -844,9 +837,9 @@ namespace Barotrauma
List<VoronoiCell> cells = new List<VoronoiCell>();
for (int x = startX; x < endX; x++)
for (int x = startX; x <= endX; x++)
{
for (int y = startY; y < endY; y++)
for (int y = startY; y <= endY; y++)
{
foreach (VoronoiCell cell in cellGrid[x, y])
{