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

This commit is contained in:
Regalis
2016-11-01 19:05:09 +02:00
parent 9b29c52a1b
commit 1b818b6422
5 changed files with 41 additions and 31 deletions
+12 -9
View File
@@ -242,7 +242,7 @@ namespace Barotrauma
null, null, null, null,
cam.Transform);
Submarine.DrawBack(spriteBatch,false,s => s is Structure && (((Structure)s).resizeHorizontal || ((Structure)s).resizeVertical));
Submarine.DrawBack(spriteBatch, false, s => s is Structure);
spriteBatch.End();
@@ -258,7 +258,7 @@ namespace Barotrauma
null, null, null, null,
cam.Transform);
Submarine.DrawBack(spriteBatch, false, s => !(s is Structure) || (!((Structure)s).resizeHorizontal && !((Structure)s).resizeHorizontal));
Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
foreach (Character c in Character.CharacterList) c.Draw(spriteBatch);
@@ -328,19 +328,22 @@ namespace Barotrauma
{
graphics.SetRenderTarget(renderTarget);
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.Opaque, null, null, null, lightBlur.Effect);
BlendState.Opaque, null, null, null, lightBlur.Effect);
spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend, SamplerState.LinearWrap,
null, null, null,
cam.Transform);
BlendState.AlphaBlend, SamplerState.LinearWrap,
null, null, null,
cam.Transform);
Submarine.DrawDamageable(spriteBatch, null);
Submarine.DrawFront(spriteBatch, false, s => s is Structure);
spriteBatch.End();
//GameMain.LightManager.DrawLightMap(spriteBatch, lightBlur.Effect);
GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, true);
}