Some null checks, clients log initial lobby update, minor lighting optimization
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@@ -19,7 +19,7 @@ namespace Barotrauma
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Vector2 pos = Character.WorldPosition;
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pos.Y = -pos.Y;
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if (selectedAiTarget != null)
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if (selectedAiTarget?.Entity != null)
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{
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GUI.DrawLine(spriteBatch, pos, new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
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@@ -31,13 +31,6 @@ namespace Barotrauma
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GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 20.0f, Color.Red);
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}
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if (selectedAiTarget != null)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
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new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
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}
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GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 80.0f, Color.Red);
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GUI.Font.DrawString(spriteBatch, "updatetargets: " + updateTargetsTimer, pos - Vector2.UnitY * 100.0f, Color.Red);
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@@ -413,7 +413,7 @@ namespace Barotrauma.Lights
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if (intersection != null)
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{
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float dist = Vector2.Distance((Vector2)intersection, rayStart);
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float dist = Vector2.DistanceSquared((Vector2)intersection, rayStart);
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if (closestIntersection == null || dist < closestDist)
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{
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closestDist = dist;
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@@ -818,7 +818,11 @@ namespace Barotrauma.Networking
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if (inc.ReadBoolean())
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{
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ReadInitialUpdate(inc, !NetIdUtils.IdMoreRecent(updateID,GameMain.NetLobbyScreen.LastUpdateID));
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.NewMessage("Received initial lobby update, ID: " + updateID + ", last ID: " + GameMain.NetLobbyScreen.LastUpdateID, Color.Gray);
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}
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ReadInitialUpdate(inc, !NetIdUtils.IdMoreRecent(updateID, GameMain.NetLobbyScreen.LastUpdateID));
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}
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string selectSubName = inc.ReadString();
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@@ -213,7 +213,7 @@ namespace Barotrauma
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return;
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}
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if (attachToWalls && Character.Submarine == null)
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if (attachToWalls && Character.Submarine == null && Level.Loaded != null)
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{
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raycastTimer -= deltaTime;
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//check if there are any walls nearby the character could attach to
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