more accurate submarine body generation, multiplayer fixes, saving takes HiddenSubPosition into account, fire coordinate fixes, editscreen fixes, checking item triggers in AIObjectiveGoto, netlobbyscreen sync fixes, re-enabled level start/end positions, water edit fixed

This commit is contained in:
Regalis
2015-12-17 18:26:40 +02:00
parent 859be53d28
commit af470eab2e
53 changed files with 1065 additions and 427 deletions

View File

@@ -318,7 +318,7 @@ namespace Barotrauma.Items.Components
if (item.Submarine != null) worldPos += item.Submarine.Position;
worldPos.Y = -worldPos.Y;
GUI.DrawRectangle(spriteBatch, worldPos+new Vector2(-3,3), new Vector2(6, 6), Color.Red, true, 0.0f);
GUI.DrawRectangle(spriteBatch, worldPos+new Vector2(-3,-3), new Vector2(6, 6), Color.Red, true, 0.0f);
if (GUIComponent.MouseOn != null ||
Vector2.Distance(GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), Nodes[i]) > 10.0f)
@@ -326,7 +326,7 @@ namespace Barotrauma.Items.Components
continue;
}
GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-10, 10), new Vector2(20, 20), Color.Red, false, 0.0f);
GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f);
if (selectedNodeIndex == null && !MapEntity.SelectedAny)
{