New pump & railguncont sprites, saving fixes (disappearing items fixed?), moving LightManager.ViewPos to railgun when aiming, generating waypoints outside sub, easier wire node editing, characters stand when using a controller, shiftsummary crew status scrolling, stuff
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@@ -135,10 +135,10 @@ namespace Barotrauma
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while (Physics.accumulator >= Physics.step)
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{
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cam.MoveCamera((float)Physics.step);
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if (Character.Controlled != null)
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if (Character.Controlled != null && Lights.LightManager.ViewTarget != null)
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{
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cam.TargetPos = Character.Controlled.WorldPosition;
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Lights.LightManager.ViewPos = Character.Controlled.WorldPosition;
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cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition;
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//Lights.LightManager.ViewPos = Character.Controlled.WorldPosition;
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}
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if (Submarine.Loaded != null) Submarine.Loaded.SetPrevTransform(Submarine.Loaded.Position);
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@@ -213,9 +213,11 @@ namespace Barotrauma
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GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision;
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GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
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GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam,
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Character.Controlled==null ? LightManager.ViewPos : Character.Controlled.CursorWorldPosition);
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if (Character.Controlled!=null)
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{
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GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition);
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}
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//----------------------------------------------------------------------------------------
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//1. draw the background, characters and the parts of the submarine that are behind them
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@@ -335,7 +337,7 @@ namespace Barotrauma
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spriteBatch.End();
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GameMain.LightManager.DrawLOS(graphics, spriteBatch, cam, LightManager.ViewPos);
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GameMain.LightManager.DrawLOS(graphics, spriteBatch, cam);
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}
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}
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}
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