diff --git a/Content.Client/NodeContainer/NodeVisualizationOverlay.cs b/Content.Client/NodeContainer/NodeVisualizationOverlay.cs index 039301d3ce5..7d3b3d7cda2 100644 --- a/Content.Client/NodeContainer/NodeVisualizationOverlay.cs +++ b/Content.Client/NodeContainer/NodeVisualizationOverlay.cs @@ -113,8 +113,8 @@ namespace Content.Client.NodeContainer var cursorBox = Box2.CenteredAround(mouseWorldPos, (nodeSize, nodeSize)); // Group visible nodes by grid tiles. - var worldBounds = overlayDrawArgs.WorldBounds; - _lookup.FastEntitiesIntersecting(map, ref worldBounds, entity => + var worldAABB = overlayDrawArgs.WorldAABB; + _lookup.FastEntitiesIntersecting(map, ref worldAABB, entity => { if (!_system.Entities.TryGetValue(entity.Uid, out var nodeData)) return; diff --git a/Content.Client/Parallax/ParallaxOverlay.cs b/Content.Client/Parallax/ParallaxOverlay.cs index 6ca6e40e197..78209370460 100644 --- a/Content.Client/Parallax/ParallaxOverlay.cs +++ b/Content.Client/Parallax/ParallaxOverlay.cs @@ -50,7 +50,7 @@ namespace Content.Client.Parallax var o = new Vector2(posX * Slowness, posY * Slowness); // Remove offset so we can floor. - var (l, b) = args.WorldBounds.BottomLeft - o; + var (l, b) = args.WorldAABB.BottomLeft - o; // Floor to background size. l = sizeX * MathF.Floor(l / sizeX); @@ -60,9 +60,9 @@ namespace Content.Client.Parallax l += o.X; b += o.Y; - for (var x = l; x < args.WorldBounds.Right; x += sizeX) + for (var x = l; x < args.WorldAABB.Right; x += sizeX) { - for (var y = b; y < args.WorldBounds.Top; y += sizeY) + for (var y = b; y < args.WorldAABB.Top; y += sizeY) { screenHandle.DrawTexture(_parallaxTexture, (x, y)); }