Add depth buffer support to debug overlays.
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@@ -69,7 +69,7 @@ namespace OpenRA.Mods.Common.Traits
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var corners = map.Grid.CellCorners[ramp];
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var color = corners.Select(c => colors[height + c.Z / 512]).ToArray();
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var pos = map.CenterOfCell(uv.ToCPos(map));
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var screen = corners.Select(c => wr.ScreenPxPosition(pos + c).ToFloat2()).ToArray();
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var screen = corners.Select(c => wr.Screen3DPxPosition(pos + c)).ToArray();
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var width = (uv == mouseCell ? 3 : 1) / wr.Viewport.Zoom;
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// Colors change between points, so render separately
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@@ -85,7 +85,7 @@ namespace OpenRA.Mods.Common.Traits
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foreach (var puv in map.ProjectedCellsCovering(mouseCell))
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{
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var pos = map.CenterOfCell(((MPos)puv).ToCPos(map));
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var screen = projectedCorners.Select(c => wr.ScreenPxPosition(pos + c - new WVec(0, 0, pos.Z)).ToFloat2()).ToArray();
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var screen = projectedCorners.Select(c => wr.Screen3DPxPosition(pos + c - new WVec(0, 0, pos.Z))).ToArray();
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for (var i = 0; i < 4; i++)
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{
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var j = (i + 1) % 4;
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@@ -73,8 +73,9 @@ namespace OpenRA.Mods.Common.Traits
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foreach (var r in i.Range)
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{
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var tl = wr.ScreenPosition(i.CenterPosition - new WVec(r.Length, r.Length, 0));
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var br = wr.ScreenPosition(i.CenterPosition + new WVec(r.Length, r.Length, 0));
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var tl = wr.Screen3DPosition(i.CenterPosition - new WVec(r.Length, r.Length, 0));
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var br = wr.Screen3DPosition(i.CenterPosition + new WVec(r.Length, r.Length, 0));
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Game.Renderer.WorldRgbaColorRenderer.FillEllipse(tl, br, Color.FromArgb((int)alpha, i.Color));
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alpha -= rangeStep;
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