Functional networkevent validation, functional single player saving, requireditem ui texts, titlescreen & loading
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@@ -316,6 +316,8 @@ namespace Subsurface
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public static Body PickBody(Vector2 rayStart, Vector2 rayEnd, List<Body> ignoredBodies = null)
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{
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float closestFraction = 1.0f;
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Body closestBody = null;
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Game1.World.RayCast((fixture, point, normal, fraction) =>
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@@ -414,7 +416,7 @@ namespace Subsurface
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Vector2 translateAmount = speed * deltaTime;
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translateAmount += ConvertUnits.ToDisplayUnits(hullBody.Position) * collisionRigidness;
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if (targetPosition != Vector2.Zero && Vector2.Distance(targetPosition, Position) > 5.0f)
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if (targetPosition != Vector2.Zero && Vector2.Distance(targetPosition, Position) > 50.0f)
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{
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translateAmount += (targetPosition - Position) * 0.01f;
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}
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@@ -582,7 +584,7 @@ namespace Subsurface
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return;
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}
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newTargetPosition = newTargetPosition + newSpeed * (float)(NetTime.Now - sendingTime);
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//newTargetPosition = newTargetPosition + newSpeed * (float)(NetTime.Now - sendingTime);
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targetPosition = newTargetPosition;
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speed = newSpeed;
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