diff --git a/toontown/building/DistributedBuilding.py b/toontown/building/DistributedBuilding.py index f9d0a49d..3e95d7fb 100755 --- a/toontown/building/DistributedBuilding.py +++ b/toontown/building/DistributedBuilding.py @@ -559,13 +559,12 @@ class DistributedBuilding(DistributedObject.DistributedObject): backgroundNP = loader.loadModel('phase_5/models/cogdominium/field_office_sign') backgroundNP.reparentTo(signOrigin) backgroundNP.setPosHprScale(0.0, 0.0, -1.2 + textHeight * 0.8 / zScale, 0.0, 0.0, 0.0, 20.0, 8.0, 8.0 * zScale) - backgroundNP.node().setEffect(DecalEffect.make()) signTextNodePath = backgroundNP.attachNewNode(textNode.generate()) signTextNodePath.setPosHprScale(0.0, 0.0, -0.13 + textHeight * 0.1 / zScale, 0.0, 0.0, 0.0, 0.1 * 8.0 / 20.0, 0.1, 0.1 / zScale) signTextNodePath.setColor(1.0, 1.0, 1.0, 1.0) frontNP = suitBuildingNP.find('**/*_front') backgroundNP.wrtReparentTo(frontNP) - frontNP.node().setEffect(DecalEffect.make()) + signTextNodePath.setAttrib(DepthOffsetAttrib.make(1)) suitBuildingNP.setName('cb' + str(self.block) + ':_landmark__DNARoot') suitBuildingNP.setPosHprScale(nodePath, 15.463, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0) suitBuildingNP.setColorScale(0.6, 0.6, 0.6, 1.0) diff --git a/toontown/minigame/MazeMapGui.py b/toontown/minigame/MazeMapGui.py index b6f16a71..904473be 100755 --- a/toontown/minigame/MazeMapGui.py +++ b/toontown/minigame/MazeMapGui.py @@ -1,6 +1,6 @@ from direct.showbase.PythonUtil import Enum from direct.gui.DirectGui import DirectFrame, DGG -from pandac.PandaModules import Vec2, VBase4D +from pandac.PandaModules import Vec2, VBase4F from pandac.PandaModules import CardMaker, NodePath from pandac.PandaModules import Texture, PNMImage DEFAULT_MASK_RESOLUTION = 32 @@ -48,7 +48,7 @@ class MazeMapGui(DirectFrame): def _createMapTextureCard(self): mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION) mapImage.fill(*self._bgColor) - fgColor = VBase4D(*self._fgColor) + fgColor = VBase4F(*self._fgColor) for x in xrange(self._mazeHeight): for y in xrange(self._mazeWidth): if self._mazeCollTable[y][x] == 1: @@ -128,15 +128,15 @@ class MazeMapGui(DirectFrame): def _revealSmoothCircle(self, x, y, center): length = (Vec2(x, y) - center).length() goalAlpha = max(0.0, length / float(self._radius) - 0.5) - self._maskImage.setXelA(x, y, VBase4D(0.0, 0.0, 0.0, min(self._maskImage.getAlpha(x, y), goalAlpha * 2.0))) + self._maskImage.setXelA(x, y, VBase4F(0.0, 0.0, 0.0, min(self._maskImage.getAlpha(x, y), goalAlpha * 2.0))) def _revealHardCircle(self, x, y, center): length = (Vec2(x, y) - center).length() if length <= self._radius: - self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0)) + self._maskImage.setXelA(x, y, VBase4F(0, 0, 0, 0)) def _revealSquare(self, x, y, center): - self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0)) + self._maskImage.setXelA(x, y, VBase4F(0, 0, 0, 0)) def _drawHole(self, x, y): center = Vec2(x, y)