Smoothly scrolling listboxes, items in the boxes can be partially visible
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@@ -145,7 +145,7 @@ namespace Barotrauma
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//-------------------- HUD -----------------------------
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spriteBatch.Begin();
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spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);
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GUIpanel.Draw(spriteBatch);
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@@ -1103,7 +1103,7 @@ namespace Barotrauma
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//-------------------- HUD -----------------------------
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spriteBatch.Begin();
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spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);
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if (Submarine.MainSub != null)
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{
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@@ -199,7 +199,7 @@ namespace Barotrauma
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DrawMap(graphics, spriteBatch);
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spriteBatch.Begin();
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spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);
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if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
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{
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@@ -369,10 +369,8 @@ namespace Barotrauma
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}
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graphics.Clear(Color.Black);
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//GameMain.GameScreen.DrawMap(graphics, spriteBatch);
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spriteBatch.Begin();
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spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);
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Sprite backGround = GameMain.GameSession.Map.CurrentLocation.Type.Background;
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spriteBatch.Draw(backGround.Texture, Vector2.Zero, null, Color.White, 0.0f, Vector2.Zero,
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@@ -499,8 +499,8 @@ namespace Barotrauma
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GameMain.TitleScreen.Draw(spriteBatch, graphics, (float)deltaTime);
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//Game1.GameScreen.DrawMap(graphics, spriteBatch);
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spriteBatch.Begin(0, BlendState.AlphaBlend);
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spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);
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buttonsTab.Draw(spriteBatch);
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if (selectedTab>0) menuTabs[(int)selectedTab].Draw(spriteBatch);
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@@ -1005,7 +1005,7 @@ namespace Barotrauma
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{
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graphics.Clear(Color.Black);
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spriteBatch.Begin();
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spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);
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if (backgroundSprite!=null)
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{
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@@ -353,12 +353,10 @@ namespace Barotrauma
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GameMain.TitleScreen.DrawLoadingText = false;
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GameMain.TitleScreen.Draw(spriteBatch, graphics, (float)deltaTime);
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spriteBatch.Begin();
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spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);
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menu.Draw(spriteBatch);
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//if (previewPlayer!=null) previewPlayer.Draw(spriteBatch);
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GUI.Draw((float)deltaTime, spriteBatch, null);
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spriteBatch.End();
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