Update overlays to use WorldAABB instead (#5128)
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@@ -113,8 +113,8 @@ namespace Content.Client.NodeContainer
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var cursorBox = Box2.CenteredAround(mouseWorldPos, (nodeSize, nodeSize));
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var cursorBox = Box2.CenteredAround(mouseWorldPos, (nodeSize, nodeSize));
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// Group visible nodes by grid tiles.
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// Group visible nodes by grid tiles.
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var worldBounds = overlayDrawArgs.WorldBounds;
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var worldAABB = overlayDrawArgs.WorldAABB;
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_lookup.FastEntitiesIntersecting(map, ref worldBounds, entity =>
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_lookup.FastEntitiesIntersecting(map, ref worldAABB, entity =>
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{
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{
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if (!_system.Entities.TryGetValue(entity.Uid, out var nodeData))
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if (!_system.Entities.TryGetValue(entity.Uid, out var nodeData))
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return;
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return;
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@@ -50,7 +50,7 @@ namespace Content.Client.Parallax
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var o = new Vector2(posX * Slowness, posY * Slowness);
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var o = new Vector2(posX * Slowness, posY * Slowness);
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// Remove offset so we can floor.
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// Remove offset so we can floor.
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var (l, b) = args.WorldBounds.BottomLeft - o;
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var (l, b) = args.WorldAABB.BottomLeft - o;
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// Floor to background size.
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// Floor to background size.
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l = sizeX * MathF.Floor(l / sizeX);
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l = sizeX * MathF.Floor(l / sizeX);
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@@ -60,9 +60,9 @@ namespace Content.Client.Parallax
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l += o.X;
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l += o.X;
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b += o.Y;
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b += o.Y;
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for (var x = l; x < args.WorldBounds.Right; x += sizeX)
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for (var x = l; x < args.WorldAABB.Right; x += sizeX)
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{
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{
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for (var y = b; y < args.WorldBounds.Top; y += sizeY)
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for (var y = b; y < args.WorldAABB.Top; y += sizeY)
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{
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{
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screenHandle.DrawTexture(_parallaxTexture, (x, y));
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screenHandle.DrawTexture(_parallaxTexture, (x, y));
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}
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}
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