(bf212a41f) v0.9.2.0 pre-release test version

This commit is contained in:
Joonas Rikkonen
2019-07-27 21:06:07 +03:00
parent afa2137bd2
commit 0f63da27b2
154 changed files with 3959 additions and 1428 deletions
+70 -55
View File
@@ -404,54 +404,13 @@ namespace Barotrauma
DebugConsole.Log("Selected content packages: " + string.Join(", ", SelectedPackages.Select(cp => cp.Name)));
}
/*#if DEBUG
#if DEBUG
GameSettings.ShowUserStatisticsPrompt = false;
GameSettings.SendUserStatistics = false;
#endif*/
#endif
InitUserStats();
yield return CoroutineStatus.Running;
LightManager = new Lights.LightManager(base.GraphicsDevice, Content);
TitleScreen.LoadState = 1.0f;
yield return CoroutineStatus.Running;
GUI.LoadContent();
TitleScreen.LoadState = 2.0f;
yield return CoroutineStatus.Running;
MissionPrefab.Init();
MapEntityPrefab.Init();
Tutorials.Tutorial.Init();
MapGenerationParams.Init();
LevelGenerationParams.LoadPresets();
ScriptedEventSet.LoadPrefabs();
AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
TitleScreen.LoadState = 10.0f;
yield return CoroutineStatus.Running;
StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
TitleScreen.LoadState = 15.0f;
yield return CoroutineStatus.Running;
ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
TitleScreen.LoadState = 25.0f;
yield return CoroutineStatus.Running;
JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
// Add any missing jobs from the prefab into Config.JobNamePreferences.
foreach (JobPrefab job in JobPrefab.List)
{
if (!Config.JobPreferences.Contains(job.Identifier)) { Config.JobPreferences.Add(job.Identifier); }
}
NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));
ItemAssemblyPrefab.LoadAll();
TitleScreen.LoadState = 30.0f;
yield return CoroutineStatus.Running;
Debug.WriteLine("sounds");
@@ -464,55 +423,105 @@ namespace Barotrauma
i++;
TitleScreen.LoadState = SoundPlayer.SoundCount == 0 ?
30.0f :
Math.Min(30.0f + 40.0f * i / Math.Max(SoundPlayer.SoundCount, 1), 70.0f);
1.0f :
Math.Min(40.0f * i / Math.Max(SoundPlayer.SoundCount, 1), 40.0f);
yield return CoroutineStatus.Running;
}
TitleScreen.LoadState = 70.0f;
TitleScreen.LoadState = 40.0f;
yield return CoroutineStatus.Running;
LightManager = new Lights.LightManager(base.GraphicsDevice, Content);
TitleScreen.LoadState = 41.0f;
yield return CoroutineStatus.Running;
GUI.LoadContent();
TitleScreen.LoadState = 42.0f;
yield return CoroutineStatus.Running;
MissionPrefab.Init();
MapEntityPrefab.Init();
Tutorials.Tutorial.Init();
MapGenerationParams.Init();
LevelGenerationParams.LoadPresets();
ScriptedEventSet.LoadPrefabs();
AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
TitleScreen.LoadState = 50.0f;
yield return CoroutineStatus.Running;
StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
TitleScreen.LoadState = 53.0f;
yield return CoroutineStatus.Running;
ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
TitleScreen.LoadState = 55.0f;
yield return CoroutineStatus.Running;
JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
// Add any missing jobs from the prefab into Config.JobNamePreferences.
foreach (JobPrefab job in JobPrefab.List)
{
if (!Config.JobPreferences.Contains(job.Identifier)) { Config.JobPreferences.Add(job.Identifier); }
}
NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));
ItemAssemblyPrefab.LoadAll();
TitleScreen.LoadState = 60.0f;
yield return CoroutineStatus.Running;
GameModePreset.Init();
Submarine.RefreshSavedSubs();
TitleScreen.LoadState = 80.0f;
TitleScreen.LoadState = 65.0f;
yield return CoroutineStatus.Running;
GameScreen = new GameScreen(GraphicsDeviceManager.GraphicsDevice, Content);
TitleScreen.LoadState = 90.0f;
TitleScreen.LoadState = 68.0f;
yield return CoroutineStatus.Running;
MainMenuScreen = new MainMenuScreen(this);
LobbyScreen = new LobbyScreen();
ServerListScreen = new ServerListScreen();
TitleScreen.LoadState = 70.0f;
yield return CoroutineStatus.Running;
if (SteamManager.USE_STEAM)
{
SteamWorkshopScreen = new SteamWorkshopScreen();
}
SubEditorScreen = new SubEditorScreen();
TitleScreen.LoadState = 75.0f;
yield return CoroutineStatus.Running;
ParticleEditorScreen = new ParticleEditorScreen();
TitleScreen.LoadState = 80.0f;
yield return CoroutineStatus.Running;
LevelEditorScreen = new LevelEditorScreen();
SpriteEditorScreen = new SpriteEditorScreen();
CharacterEditorScreen = new CharacterEditorScreen();
yield return CoroutineStatus.Running;
TitleScreen.LoadState = 95.0f;
TitleScreen.LoadState = 85.0f;
ParticleManager = new ParticleManager(GameScreen.Cam);
ParticleManager.LoadPrefabs();
TitleScreen.LoadState = 97.0f;
TitleScreen.LoadState = 88.0f;
LevelObjectPrefab.LoadAll();
DecalManager = new DecalManager();
TitleScreen.LoadState = 99.0f;
TitleScreen.LoadState = 90.0f;
yield return CoroutineStatus.Running;
DecalManager = new DecalManager();
LocationType.Init();
MainMenuScreen.Select();
@@ -634,6 +643,7 @@ namespace Barotrauma
PlayerInput.Update(Timing.Step);
if (loadingScreenOpen)
{
//reset accumulator if loading
@@ -641,6 +651,11 @@ namespace Barotrauma
// -> no pause caused by leftover time in the accumulator when starting a new shift
GameMain.ResetFrameTime();
if (!TitleScreen.PlayingSplashScreen)
{
SoundPlayer.Update((float)Timing.Step);
}
if (TitleScreen.LoadState >= 100.0f && !TitleScreen.PlayingSplashScreen &&
(!waitForKeyHit || ((PlayerInput.GetKeyboardState.GetPressedKeys().Length > 0 || PlayerInput.LeftButtonClicked()) && WindowActive)))
{