Hull-specific ambient lighting: light sources increase the amount of ambient light in rooms and the light can spread to adjacent rooms through gaps. Allows making the default ambient light much darker without making shadows look too dark in fully lit subs.
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@@ -723,7 +723,6 @@ namespace Barotrauma
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}
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var entities = EntityGrid.GetEntities(entityGrids, position, useWorldCoordinates);
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foreach (Hull hull in entities)
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{
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if (Submarine.RectContains(useWorldCoordinates ? hull.WorldRect : hull.rect, position)) return hull;
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@@ -731,7 +730,7 @@ namespace Barotrauma
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return null;
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}
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//returns the water block which contains the point (or null if it isn't inside any)
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public static Hull FindHullOld(Vector2 position, Hull guess = null, bool useWorldCoordinates = true)
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{
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