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

@@ -15,7 +15,7 @@ namespace Barotrauma
readonly RenderTarget2D renderTargetWater;
readonly RenderTarget2D renderTargetAir;
public BackgroundSpriteManager BackgroundSpriteManager;
public BackgroundCreatureManager BackgroundCreatureManager;
public Camera Cam
{
@@ -32,13 +32,15 @@ namespace Barotrauma
renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
BackgroundSpriteManager = new BackgroundSpriteManager("Content/BackgroundSprites/BackgroundSpritePrefabs.xml");
BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
}
public override void Select()
{
base.Select();
if (Submarine.Loaded != null) cam.TargetPos = Submarine.Loaded.Position;
foreach (MapEntity entity in MapEntity.mapEntityList)
entity.IsHighlighted = false;
}
@@ -83,7 +85,7 @@ namespace Barotrauma
Character.UpdateAll(cam, (float)deltaTime);
BackgroundSpriteManager.Update(cam, (float)deltaTime);
BackgroundCreatureManager.Update(cam, (float)deltaTime);
GameMain.ParticleManager.Update((float)deltaTime);
@@ -180,7 +182,7 @@ namespace Barotrauma
graphics.SetRenderTarget(renderTarget);
graphics.Clear(new Color(11, 18, 26, 255));
if (Level.Loaded != null) Level.Loaded.DrawBack(spriteBatch, cam, BackgroundSpriteManager);
if (Level.Loaded != null) Level.Loaded.DrawBack(spriteBatch, cam, BackgroundCreatureManager);
spriteBatch.Begin(SpriteSortMode.BackToFront,