Functional networkevent validation, functional single player saving, requireditem ui texts, titlescreen & loading

This commit is contained in:
Regalis
2015-07-19 02:44:42 +03:00
parent 237df18765
commit baa207985c
78 changed files with 1237 additions and 596 deletions
+4 -2
View File
@@ -316,6 +316,8 @@ namespace Subsurface
public static Body PickBody(Vector2 rayStart, Vector2 rayEnd, List<Body> ignoredBodies = null)
{
float closestFraction = 1.0f;
Body closestBody = null;
Game1.World.RayCast((fixture, point, normal, fraction) =>
@@ -414,7 +416,7 @@ namespace Subsurface
Vector2 translateAmount = speed * deltaTime;
translateAmount += ConvertUnits.ToDisplayUnits(hullBody.Position) * collisionRigidness;
if (targetPosition != Vector2.Zero && Vector2.Distance(targetPosition, Position) > 5.0f)
if (targetPosition != Vector2.Zero && Vector2.Distance(targetPosition, Position) > 50.0f)
{
translateAmount += (targetPosition - Position) * 0.01f;
}
@@ -582,7 +584,7 @@ namespace Subsurface
return;
}
newTargetPosition = newTargetPosition + newSpeed * (float)(NetTime.Now - sendingTime);
//newTargetPosition = newTargetPosition + newSpeed * (float)(NetTime.Now - sendingTime);
targetPosition = newTargetPosition;
speed = newSpeed;