Merge https://github.com/Regalis11/Barotrauma into develop
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@@ -15,7 +15,7 @@ namespace Barotrauma
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private RenderTarget2D renderTargetWater;
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private RenderTarget2D renderTargetFinal;
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private readonly Effect damageEffect;
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public readonly Effect DamageEffect;
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private readonly Texture2D damageStencil;
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private readonly Texture2D distortTexture;
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@@ -39,7 +39,7 @@ namespace Barotrauma
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};
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//var blurEffect = LoadEffect("Effects/blurshader");
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damageEffect = EffectLoader.Load("Effects/damageshader");
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DamageEffect = EffectLoader.Load("Effects/damageshader");
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PostProcessEffect = EffectLoader.Load("Effects/postprocess");
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GradientEffect = EffectLoader.Load("Effects/gradientshader");
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GrainEffect = EffectLoader.Load("Effects/grainshader");
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@@ -47,9 +47,9 @@ namespace Barotrauma
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BlueprintEffect = EffectLoader.Load("Effects/blueprintshader");
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damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
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damageEffect.Parameters["xStencil"].SetValue(damageStencil);
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damageEffect.Parameters["aMultiplier"].SetValue(50.0f);
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damageEffect.Parameters["cMultiplier"].SetValue(200.0f);
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DamageEffect.Parameters["xStencil"].SetValue(damageStencil);
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DamageEffect.Parameters["aMultiplier"].SetValue(50.0f);
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DamageEffect.Parameters["cMultiplier"].SetValue(200.0f);
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distortTexture = TextureLoader.FromFile("Content/Effects/distortnormals.png");
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PostProcessEffect.Parameters["xDistortTexture"].SetValue(distortTexture);
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@@ -346,12 +346,13 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontParticles", sw.ElapsedTicks);
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sw.Restart();
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DamageEffect.CurrentTechnique = DamageEffect.Techniques["StencilShader"];
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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.NonPremultiplied, SamplerState.LinearWrap,
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null, null,
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damageEffect,
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DamageEffect,
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cam.Transform);
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Submarine.DrawDamageable(spriteBatch, damageEffect, false);
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Submarine.DrawDamageable(spriteBatch, DamageEffect, false);
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spriteBatch.End();
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sw.Stop();
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@@ -378,7 +379,7 @@ namespace Barotrauma
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{
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graphics.DepthStencilState = DepthStencilState.None;
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graphics.SamplerStates[0] = SamplerState.LinearWrap;
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graphics.BlendState = Lights.CustomBlendStates.Multiplicative;
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graphics.BlendState = CustomBlendStates.Multiplicative;
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Quad.UseBasicEffect(GameMain.LightManager.LightMap);
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Quad.Render();
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}
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@@ -409,6 +410,7 @@ namespace Barotrauma
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{
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GameMain.LightManager.LosEffect.CurrentTechnique = GameMain.LightManager.LosEffect.Techniques["LosShader"];
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GameMain.LightManager.LosEffect.Parameters["blurDistance"].SetValue(0.005f);
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GameMain.LightManager.LosEffect.Parameters["xTexture"].SetValue(renderTargetBackground);
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GameMain.LightManager.LosEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.LosTexture);
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GameMain.LightManager.LosEffect.Parameters["xLosAlpha"].SetValue(GameMain.LightManager.LosAlpha);
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@@ -434,8 +436,11 @@ namespace Barotrauma
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graphics.BlendState = BlendState.NonPremultiplied;
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graphics.SamplerStates[0] = SamplerState.PointClamp;
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graphics.SamplerStates[1] = SamplerState.PointClamp;
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GameMain.LightManager.LosEffect.CurrentTechnique.Passes[0].Apply();
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Quad.Render();
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graphics.SamplerStates[0] = SamplerState.LinearWrap;
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graphics.SamplerStates[1] = SamplerState.LinearWrap;
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}
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if (Character.Controlled is { } character)
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@@ -519,6 +524,11 @@ namespace Barotrauma
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spriteBatch.End();
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}
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if (GameMain.LightManager.DebugLos)
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{
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GameMain.LightManager.DebugDrawLos(spriteBatch, cam);
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}
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:PostProcess", sw.ElapsedTicks);
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sw.Restart();
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