Fixed timestep logic is disabled during loading (less choppy loading screens & no pause at the start of the game), damageable structures visible in LOS again, footstep sound tweaking
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@@ -65,7 +65,7 @@ namespace Barotrauma
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public static World World;
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public static LoadingScreen TitleScreen;
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private static bool titleScreenOpen;
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private static bool loadingScreenOpen;
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public static GameSettings Config;
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@@ -187,7 +187,7 @@ namespace Barotrauma
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spriteBatch = new SpriteBatch(GraphicsDevice);
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TextureLoader.Init(GraphicsDevice);
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titleScreenOpen = true;
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loadingScreenOpen = true;
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TitleScreen = new LoadingScreen(GraphicsDevice);
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CoroutineManager.StartCoroutine(Load());
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@@ -304,12 +304,17 @@ namespace Barotrauma
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PlayerInput.Update(Timing.Step);
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if (titleScreenOpen)
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if (loadingScreenOpen)
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{
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//reset accumulator if loading
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// -> less choppy loading screens because the screen is rendered after each update
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// -> no pause caused by leftover time in the accumulator when starting a new shift
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Timing.Accumulator = 0.0f;
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if (TitleScreen.LoadState >= 100.0f &&
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(!waitForKeyHit || PlayerInput.GetKeyboardState.GetPressedKeys().Length>0 || PlayerInput.LeftButtonClicked()))
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{
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titleScreenOpen = false;
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loadingScreenOpen = false;
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}
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}
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else if (hasLoaded)
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@@ -334,8 +339,7 @@ namespace Barotrauma
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}
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GUI.Update((float)Timing.Step);
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}
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}
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CoroutineManager.Update((float)Timing.Step, paused ? 0.0f : (float)Timing.Step);
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@@ -355,7 +359,7 @@ namespace Barotrauma
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FrameCounter.Update(deltaTime);
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if (titleScreenOpen)
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if (loadingScreenOpen)
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{
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TitleScreen.Draw(spriteBatch, GraphicsDevice, (float)deltaTime);
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}
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@@ -369,7 +373,7 @@ namespace Barotrauma
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public static CoroutineHandle ShowLoading(IEnumerable<object> loader, bool waitKeyHit = true)
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{
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waitForKeyHit = waitKeyHit;
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titleScreenOpen = true;
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loadingScreenOpen = true;
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TitleScreen.LoadState = null;
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return CoroutineManager.StartCoroutine(TitleScreen.DoLoading(loader));
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}
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