(9f5c9fbcb) Make sure lazy-loaded sprites load their texture when creating a GUIImage, because the image needs to know the size of the texture to scale itself correctly. Fixes location portraits not being visible in the campaign menu when a location is selected for the first time.

This commit is contained in:
Joonas Rikkonen
2019-04-04 11:08:18 +03:00
parent 7491b06a5d
commit d4752bb6a0
56 changed files with 854 additions and 572 deletions
@@ -87,7 +87,6 @@ namespace Barotrauma
//reset focus when attempting to use/select something
if (memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Use) ||
memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Select) ||
memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Deselect) ||
memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Health) ||
memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Grab))
{
@@ -181,7 +180,6 @@ namespace Barotrauma
newAim = msg.ReadUInt16();
if (newInput.HasFlag(InputNetFlags.Select) ||
newInput.HasFlag(InputNetFlags.Deselect) ||
newInput.HasFlag(InputNetFlags.Use) ||
newInput.HasFlag(InputNetFlags.Health) ||
newInput.HasFlag(InputNetFlags.Grab))
@@ -327,27 +325,23 @@ namespace Barotrauma
bool aiming = false;
bool use = false;
bool attack = false;
bool shoot = false;
if (IsRemotePlayer)
{
aiming = dequeuedInput.HasFlag(InputNetFlags.Aim);
use = dequeuedInput.HasFlag(InputNetFlags.Use);
attack = dequeuedInput.HasFlag(InputNetFlags.Attack);
shoot = dequeuedInput.HasFlag(InputNetFlags.Shoot);
}
else if (keys != null)
{
aiming = keys[(int)InputType.Aim].GetHeldQueue;
use = keys[(int)InputType.Use].GetHeldQueue;
attack = keys[(int)InputType.Attack].GetHeldQueue;
shoot = keys[(int)InputType.Shoot].GetHeldQueue;
networkUpdateSent = true;
}
tempBuffer.Write(aiming);
tempBuffer.Write(shoot);
tempBuffer.Write(use);
if (AnimController is HumanoidAnimController)
{
@@ -362,7 +356,7 @@ namespace Barotrauma
}
tempBuffer.Write(IsRagdolled);
tempBuffer.Write(AnimController.TargetDir == Direction.Right);
tempBuffer.Write(AnimController.Dir > 0.0f);
}
if (SelectedCharacter != null || SelectedConstruction != null)