(f0d812055) v0.9.9.0
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@@ -246,7 +246,7 @@ namespace Barotrauma
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if (!ShowHulls && !GameMain.DebugDraw) return;
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if (!editing && !GameMain.DebugDraw) return;
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if (!editing && (!GameMain.DebugDraw || Screen.Selected.Cam.Zoom < 0.1f)) return;
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Rectangle drawRect =
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Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
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@@ -269,7 +269,8 @@ namespace Barotrauma
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GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, (int)(100 * Math.Min(waterVolume / Volume, 1.0f))), Color.Cyan, true);
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if (WaterVolume > Volume)
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{
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GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, (int)(100 * (waterVolume - Volume) / MaxCompress)), GUI.Style.Red, true);
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float maxExcessWater = Volume * MaxCompress;
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GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, (int)(100 * (waterVolume - Volume) / maxExcessWater)), GUI.Style.Red, true);
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}
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GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, 100), Color.Black);
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@@ -450,7 +451,7 @@ namespace Barotrauma
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}
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//we only create a new quad if this is the first or the last one, of if there's a wave large enough that we need more geometry
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if (i == end - 1 || i == start || Math.Abs(prevCorners[1].Y - corners[3].Y) > 1.0f)
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if (i == end - 1 || i == start || Math.Abs(prevCorners[1].Y - corners[2].Y) > 0.01f)
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{
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renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(prevCorners[0], prevUVs[0]);
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renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
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