v0.14.6.0
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@@ -210,7 +210,7 @@ namespace Barotrauma
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if (ParticleEmitterTriggers[i] != null && !ParticleEmitterTriggers[i].IsTriggered) { continue; }
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Vector2 emitterPos = LocalToWorld(Prefab.EmitterPositions[i]);
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ParticleEmitters[i].Emit(deltaTime, emitterPos, hullGuess: null,
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angle: ParticleEmitters[i].Prefab.CopyEntityAngle ? -CurrentRotation + MathHelper.PiOver2 : 0.0f);
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angle: ParticleEmitters[i].Prefab.Properties.CopyEntityAngle ? -CurrentRotation + MathHelper.Pi : 0.0f);
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}
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}
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@@ -293,6 +293,12 @@ namespace Barotrauma
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public void ClientRead(IReadMessage msg)
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{
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if (Triggers == null) { return; }
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if (Prefab.TakeLevelWallDamage)
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{
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float newHealth = msg.ReadRangedSingle(0.0f, Prefab.Health, 8);
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AddDamage(Health - newHealth, 1.0f, null, isNetworkEvent: true);
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}
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for (int i = 0; i < Triggers.Count; i++)
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{
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if (!Triggers[i].UseNetworkSyncing) { continue; }
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@@ -20,6 +20,8 @@ namespace Barotrauma
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const int MaxVisibleObjects = 500;
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private Rectangle currentGridIndices;
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public bool ForceRefreshVisibleObjects;
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partial void UpdateProjSpecific(float deltaTime)
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{
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@@ -60,6 +62,8 @@ namespace Barotrauma
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if (objectGrid[x, y] == null) { continue; }
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foreach (LevelObject obj in objectGrid[x, y])
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{
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if (obj.Prefab.HideWhenBroken && obj.Health <= 0.0f) { continue; }
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if (zoom < 0.05f)
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{
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//hide if the sprite is very small when zoomed this far out
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@@ -154,9 +158,10 @@ namespace Barotrauma
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indices.Height = Math.Min(indices.Height, objectGrid.GetLength(1) - 1);
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float z = 0.0f;
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if (currentGridIndices != indices && Timing.TotalTime > NextRefreshTime)
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if (ForceRefreshVisibleObjects || (currentGridIndices != indices && Timing.TotalTime > NextRefreshTime))
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{
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RefreshVisibleObjects(indices, cam.Zoom);
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ForceRefreshVisibleObjects = false;
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if (cam.Zoom < 0.1f)
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{
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//when zoomed very far out, refresh a little less often
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