Regalis
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2b65392a3c
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BackgroundSpriteManager takes the rotation and pivot point of the sprites into account when determining which cells of the "sprite grid" the sprite occupies (-> partially visible sprites shouldn't be culled away anymore)
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2017-03-29 23:28:09 +03:00 |
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Regalis
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10794a5e2c
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Added z position to background sprites
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2017-03-06 18:38:38 +02:00 |
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Regalis
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7f543c394a
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More background sprites again, sprite commonness can vary between different level types
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2016-09-14 19:54:03 +03:00 |
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Regalis
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eae854abbc
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More background sprites (+ some sprites swing slightly, sprites are less likely to be placed in unreachable places)
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2016-09-13 21:23:37 +03:00 |
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Regalis
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d3ab7946a8
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Using ToLowerInvariant instead of ToLower (the game works for Turkish players now!)
http://www.moserware.com/2008/02/does-your-code-pass-turkey-test.html
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2016-04-27 17:14:09 +03:00 |
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Regalis
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c6df095a8b
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Narrow caves in levels, more background sprites
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2016-04-10 10:57:38 +03:00 |
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Regalis
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d1580328ed
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Some cleanup using ReSharper (mostly removing redundancies)
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2016-03-12 15:32:34 +02:00 |
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Regalis
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af470eab2e
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more accurate submarine body generation, multiplayer fixes, saving takes HiddenSubPosition into account, fire coordinate fixes, editscreen fixes, checking item triggers in AIObjectiveGoto, netlobbyscreen sync fixes, re-enabled level start/end positions, water edit fixed
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2015-12-17 18:26:40 +02:00 |
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Regalis
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838022fcd5
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Switch to Barotrauma & too many misc changes to remember
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2015-10-16 18:11:58 +03:00 |
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Regalis
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2f08dcf3f9
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Admin can play in multiplayer, backgroundsprites, fixrequirement bugfix, the condition of the reactor won't detoriate when it's running
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2015-09-04 12:57:12 +03:00 |
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