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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@@ -242,7 +242,7 @@ namespace Barotrauma
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null, null, null, null,
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cam.Transform);
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Submarine.DrawBack(spriteBatch,false,s => s is Structure && (((Structure)s).resizeHorizontal || ((Structure)s).resizeVertical));
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Submarine.DrawBack(spriteBatch, false, s => s is Structure);
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spriteBatch.End();
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@@ -258,7 +258,7 @@ namespace Barotrauma
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null, null, null, null,
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cam.Transform);
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Submarine.DrawBack(spriteBatch, false, s => !(s is Structure) || (!((Structure)s).resizeHorizontal && !((Structure)s).resizeHorizontal));
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Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
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foreach (Character c in Character.CharacterList) c.Draw(spriteBatch);
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@@ -328,19 +328,22 @@ namespace Barotrauma
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{
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graphics.SetRenderTarget(renderTarget);
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Opaque, null, null, null, lightBlur.Effect);
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BlendState.Opaque, null, null, null, lightBlur.Effect);
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spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend, SamplerState.LinearWrap,
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null, null, null,
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cam.Transform);
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BlendState.AlphaBlend, SamplerState.LinearWrap,
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null, null, null,
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cam.Transform);
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Submarine.DrawDamageable(spriteBatch, null);
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Submarine.DrawFront(spriteBatch, false, s => s is Structure);
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spriteBatch.End();
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//GameMain.LightManager.DrawLightMap(spriteBatch, lightBlur.Effect);
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GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, true);
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}
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