(caf7e6a2e) Replaced Concentus NuGet package with csproj (ensures correct System.Runtime references)

This commit is contained in:
Joonas Rikkonen
2019-04-29 21:11:59 +03:00
parent f10adc2612
commit 0b1b39d70a
149 changed files with 47171 additions and 70 deletions
@@ -60,9 +60,6 @@
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="Concentus, Version=1.1.6.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\..\Libraries\NuGet\Concentus.1.1.7\lib\portable-net45+win+wpa81+wp80\Concentus.dll</HintPath>
</Reference>
<Reference Include="GameAnalytics.Mono, Version=1.0.6710.29255, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\lib\net45\GameAnalytics.Mono.dll</HintPath>
</Reference>
@@ -132,6 +129,10 @@
</BootstrapperPackage>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Libraries\Concentus\CSharp\Concentus\Concentus.csproj">
<Project>{0e7fee6a-15e5-4a4e-943c-80276003478c}</Project>
<Name>Concentus</Name>
</ProjectReference>
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.csproj">
<Project>{3af0347c-5a9b-4421-868c-8ee3dbfaebc6}</Project>
<Name>Facepunch.Steamworks</Name>
+4 -3
View File
@@ -59,9 +59,6 @@
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="Concentus, Version=1.1.6.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\..\Libraries\NuGet\Concentus.1.1.7\lib\portable-net45+win+wpa81+wp80\Concentus.dll</HintPath>
</Reference>
<Reference Include="GameAnalytics.Mono, Version=1.0.6710.29255, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\lib\net45\GameAnalytics.Mono.dll</HintPath>
</Reference>
@@ -131,6 +128,10 @@
</BootstrapperPackage>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Libraries\Concentus\CSharp\Concentus\Concentus.csproj">
<Project>{0e7fee6a-15e5-4a4e-943c-80276003478c}</Project>
<Name>Concentus</Name>
</ProjectReference>
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.csproj">
<Project>{3af0347c-5a9b-4421-868c-8ee3dbfaebc6}</Project>
<Name>Facepunch.Steamworks</Name>
@@ -108,6 +108,61 @@ namespace Barotrauma
}
}
//unconscious/dead characters can't correct their position using AnimController movement
// -> we need to correct it manually
if (!character.AllowInput)
{
float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
float mainLimbErrorTolerance = 0.1f;
//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
//don't attempt to correct the position.
if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
{
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
MainLimb.PullJointEnabled = true;
}
character.SelectedConstruction = character.MemState[0].SelectedItem;
}
if (character.MemState[0].Animation == AnimController.Animation.CPR)
{
character.AnimController.Anim = AnimController.Animation.CPR;
}
else if (character.AnimController.Anim == AnimController.Animation.CPR)
{
character.AnimController.Anim = AnimController.Animation.None;
}
Vector2 newVelocity = Collider.LinearVelocity;
Vector2 newPosition = Collider.SimPosition;
float newRotation = Collider.Rotation;
float newAngularVelocity = Collider.AngularVelocity;
Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
newVelocity = newVelocity.ClampLength(100.0f);
if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
Collider.LinearVelocity = newVelocity;
Collider.AngularVelocity = newAngularVelocity;
float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
if (distSqrd > errorTolerance)
{
if (distSqrd > 10.0f || !character.AllowInput)
{
Collider.TargetRotation = newRotation;
SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
}
else
{
Collider.TargetRotation = newRotation;
Collider.TargetPosition = newPosition;
Collider.MoveToTargetPosition(true);
}
}
//unconscious/dead characters can't correct their position using AnimController movement
// -> we need to correct it manually
if (!character.AllowInput)
@@ -151,32 +206,34 @@ namespace Barotrauma
}
}
if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
character.MemState.Clear();
character.MemLocalState.Clear();
}
}
partial void ImpactProjSpecific(float impact, Body body)
{
float volume = MathHelper.Clamp(impact - 3.0f, 0.5f, 1.0f);
if (body.UserData is Limb limb && character.Stun <= 0f)
else
{
if (impact > 3.0f) { PlayImpactSound(limb); }
}
else if (body.UserData is Limb || body == Collider.FarseerBody)
{
if (!character.IsRemotePlayer && impact > ImpactTolerance)
//remove states with a timestamp (there may still timestamp-based states
//in the list if the controlled character switches from timestamp-based interpolation to ID-based)
character.MemState.RemoveAll(m => m.Timestamp > 0.0f);
for (int i = 0; i < character.MemLocalState.Count; i++)
{
SoundPlayer.PlayDamageSound("LimbBlunt", strongestImpact, Collider);
if (character.Submarine == null)
{
//transform in-sub coordinates to outside coordinates
if (character.MemLocalState[i].Position.Y > lowestSubPos)
{
character.MemLocalState[i].TransformInToOutside();
}
}
else if (currentHull?.Submarine != null)
{
//transform outside coordinates to in-sub coordinates
if (character.MemLocalState[i].Position.Y < lowestSubPos)
{
character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
}
}
}
}
if (Character.Controlled == character)
{
GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f);
}
}
if (character.MemState.Count < 1) return;
@@ -58,9 +58,6 @@
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="Concentus, Version=1.1.6.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\..\Libraries\NuGet\Concentus.1.1.7\lib\portable-net45+win+wpa81+wp80\Concentus.dll</HintPath>
</Reference>
<Reference Include="GameAnalytics.Mono, Version=1.0.6710.29255, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\lib\net45\GameAnalytics.Mono.dll</HintPath>
</Reference>
@@ -215,6 +212,10 @@
</BootstrapperPackage>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Libraries\Concentus\CSharp\Concentus\Concentus.csproj">
<Project>{0e7fee6a-15e5-4a4e-943c-80276003478c}</Project>
<Name>Concentus</Name>
</ProjectReference>
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.csproj">
<Project>{3af0347c-5a9b-4421-868c-8ee3dbfaebc6}</Project>
<Name>Facepunch.Steamworks</Name>
+34 -34
View File
@@ -1,35 +1,35 @@
<?xml version="1.0" encoding="utf-8"?>
<configuration>
<runtime>
<assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
<dependentAssembly>
<assemblyIdentity name="SharpDX" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="SharpDX.MediaFoundation" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="SharpDX.XAudio2" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="SharpDX.DXGI" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="SharpDX.Direct3D11" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="SharpDX.Direct2D1" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="SharpDX.XInput" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
</assemblyBinding>
</runtime>
<?xml version="1.0" encoding="utf-8"?>
<configuration>
<runtime>
<assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
<dependentAssembly>
<assemblyIdentity name="SharpDX" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="SharpDX.MediaFoundation" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="SharpDX.XAudio2" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="SharpDX.DXGI" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="SharpDX.Direct3D11" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="SharpDX.Direct2D1" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
<dependentAssembly>
<assemblyIdentity name="SharpDX.XInput" publicKeyToken="b4dcf0f35e5521f1" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-4.2.0.0" newVersion="4.2.0.0" />
</dependentAssembly>
</assemblyBinding>
</runtime>
</configuration>
@@ -1,6 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Concentus" version="1.1.7" targetFramework="net45" />
<package id="GameAnalytics.Mono.SDK" version="1.1.12" targetFramework="net45" />
<package id="Microsoft.NETCore.Platforms" version="3.0.0-preview.19073.11" targetFramework="net45" />
<package id="MonoGame.Framework.DesktopGL" version="3.7.1.189" targetFramework="net45" />
@@ -1149,10 +1149,6 @@ namespace Barotrauma
{
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
}
else if (Submarine != null && prevSub != null && Submarine != prevSub)
{
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
}
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
rect.X = (int)(displayPos.X - rect.Width / 2.0f);