Merge branch 'master' into new-netcode

Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Items/Components/Signal/Wire.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Items/ItemInventory.cs
	Subsurface/Source/Networking/GameServer.cs
This commit is contained in:
Regalis
2016-11-09 17:58:56 +02:00
25 changed files with 486 additions and 262 deletions
+22 -6
View File
@@ -5,6 +5,7 @@ using Microsoft.Xna.Framework.Input;
using Barotrauma.Lights;
using System.Diagnostics;
using Microsoft.Xna.Framework.Content;
using System.Collections.Generic;
namespace Barotrauma
{
@@ -115,6 +116,7 @@ namespace Barotrauma
closestSub.ApplyForce(targetMovement * closestSub.SubBody.Body.Mass * 100.0f);
}
#endif
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
@@ -165,18 +167,17 @@ namespace Barotrauma
GameMain.World.Step((float)deltaTime);
if (!PlayerInput.LeftButtonHeld())
{
Inventory.draggingSlot = null;
Inventory.draggingItem = null;
}
}
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
{
cam.UpdateTransform(true);
Submarine.CullEntities(cam);
DrawMap(graphics, spriteBatch);
@@ -222,7 +223,22 @@ namespace Barotrauma
{
GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition);
}
List<Submarine> visibleSubs = new List<Submarine>();
foreach (Submarine sub in Submarine.Loaded)
{
Rectangle worldBorders = new Rectangle(
sub.Borders.X + (int)sub.WorldPosition.X - 500,
sub.Borders.Y + (int)sub.WorldPosition.Y + 500,
sub.Borders.Width + 1000,
sub.Borders.Height + 1000);
if (Submarine.RectsOverlap(worldBorders, cam.WorldView))
{
visibleSubs.Add(sub);
}
}
//----------------------------------------------------------------------------------------
//1. draw the background, characters and the parts of the submarine that are behind them
@@ -341,7 +357,7 @@ namespace Barotrauma
null, null, null,
cam.Transform);
Submarine.DrawDamageable(spriteBatch, null);
Submarine.DrawDamageable(spriteBatch, null, false);
Submarine.DrawFront(spriteBatch, false, s => s is Structure);
spriteBatch.End();
@@ -375,7 +391,7 @@ namespace Barotrauma
null, null, null,
cam.Transform);
Submarine.DrawFront(spriteBatch);
Submarine.DrawFront(spriteBatch, false, null);
spriteBatch.End();
@@ -385,7 +401,7 @@ namespace Barotrauma
damageEffect,
cam.Transform);
Submarine.DrawDamageable(spriteBatch, damageEffect);
Submarine.DrawDamageable(spriteBatch, damageEffect, false);
spriteBatch.End();