Using nonpremultiplied alpha when drawing damaged wall sections (-> no artifacts around windows anymore), particle collision optimization
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@@ -340,7 +340,7 @@ namespace Barotrauma
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.AlphaBlend, SamplerState.LinearWrap,
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BlendState.NonPremultiplied, SamplerState.LinearWrap,
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null, null,
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damageEffect,
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cam.Transform);
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