2f107db...5202af9
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@@ -93,8 +93,6 @@ namespace Barotrauma
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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if (GameMain.Server != null) return;
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foreach (LevelWall levelWall in extraWalls)
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{
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if (levelWall.Body.BodyType == BodyType.Static) continue;
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@@ -194,6 +194,7 @@ namespace Barotrauma
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for (int i = 0; i < Sounds.Length; i++)
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{
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if (Sounds[i] == null) { continue; }
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if (SoundTriggers[i] == null || SoundTriggers[i].IsTriggered)
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{
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RoundSound roundSound = Sounds[i];
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@@ -322,8 +322,14 @@ namespace Barotrauma
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Matrix transformMatrix = cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 100) * 0.5f;
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wallEdgeEffect.Texture = specular && level.GenerationParams.WallEdgeSpriteSpecular != null ?
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level.GenerationParams.WallEdgeSpriteSpecular.Texture :
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level.GenerationParams.WallEdgeSprite.Texture;
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wallEdgeEffect.World = transformMatrix;
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wallCenterEffect.Texture = specular && level.GenerationParams.WallSpriteSpecular != null ?
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level.GenerationParams.WallSpriteSpecular.Texture :
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level.GenerationParams.WallSprite.Texture;
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wallCenterEffect.World = transformMatrix;
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graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
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@@ -34,8 +34,8 @@ namespace Barotrauma
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public const int DefaultBufferSize = 2000;
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public const int DefaultIndoorsBufferSize = 3000;
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public static Vector2 DistortionScale = new Vector2(0.5f, 0.5f);
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public static Vector2 DistortionStrength = new Vector2(0.5f, 0.5f);
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public static Vector2 DistortionScale = new Vector2(2f, 2f);
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public static Vector2 DistortionStrength = new Vector2(0.25f, 0.25f);
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public static float BlurAmount = 0.0f;
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public Vector2 WavePos
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@@ -103,7 +103,6 @@ namespace Barotrauma
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}
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else
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{ WaterEffect.CurrentTechnique = WaterEffect.Techniques["WaterShader"];
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WaterEffect.Parameters["xBlurDistance"].SetValue(BlurAmount / 100.0f);
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}
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Vector2 offset = WavePos;
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