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.

This commit is contained in:
Regalis
2016-10-10 21:13:22 +03:00
parent 14447062a9
commit d8476d9371
10 changed files with 198 additions and 35 deletions
+1 -2
View File
@@ -723,7 +723,6 @@ namespace Barotrauma
}
var entities = EntityGrid.GetEntities(entityGrids, position, useWorldCoordinates);
foreach (Hull hull in entities)
{
if (Submarine.RectContains(useWorldCoordinates ? hull.WorldRect : hull.rect, position)) return hull;
@@ -731,7 +730,7 @@ namespace Barotrauma
return null;
}
//returns the water block which contains the point (or null if it isn't inside any)
public static Hull FindHullOld(Vector2 position, Hull guess = null, bool useWorldCoordinates = true)
{