Revert "OBT1.1.0 Merge branch 'dev_pte' into dev"
This reverts commit177cf89756, reversing changes made to42ba733cd4.
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@@ -178,23 +178,9 @@ namespace Barotrauma
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Parallel.Invoke(parallelOptions,
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() => GameMain.ParticleManager.Update((float)deltaTime),
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() =>
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{
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PhysicsBodyQueue.IsInParallelContext = true;
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try
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{
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam);
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}
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finally
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{
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PhysicsBodyQueue.IsInParallelContext = false;
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}
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}
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() => { if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam); }
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);
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// Process any physics operations queued during Level update
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PhysicsBodyQueue.ProcessPendingOperations();
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Update:Particles+Level", sw.ElapsedTicks);
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@@ -260,33 +246,12 @@ namespace Barotrauma
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#elif SERVER
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Parallel.Invoke(parallelOptions,
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() =>
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{
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PhysicsBodyQueue.IsInParallelContext = true;
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try
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{
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance);
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}
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finally
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{
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PhysicsBodyQueue.IsInParallelContext = false;
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}
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},
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() =>
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{
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PhysicsBodyQueue.IsInParallelContext = true;
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try
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{
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Character.UpdateAll((float)deltaTime, Camera.Instance);
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}
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finally
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{
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PhysicsBodyQueue.IsInParallelContext = false;
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}
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}
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() => { if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance); },
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() => Character.UpdateAll((float)deltaTime, Camera.Instance)
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);
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PhysicsBodyQueue.ProcessPendingOperations();
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//StatusEffect.UpdateAll is not thread-safe and must be executed on the main thread
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StatusEffect.UpdateAll((float)deltaTime);
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#endif
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var submarines = Submarine.Loaded.ToList();
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@@ -309,9 +274,7 @@ namespace Barotrauma
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#elif SERVER
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MapEntity.UpdateAll((float)deltaTime, Camera.Instance, parallelOptions);
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StatusEffect.UpdateAll((float)deltaTime);
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#endif
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#if CLIENT
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