v2.6.1
This commit is contained in:
@@ -248,10 +248,17 @@ namespace Barotrauma
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), new Color(0.75f, 0.8f, 0.9f, 1.0f));
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spriteBatch.End();
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.Default, null, null,
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BlendState.NonPremultiplied,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, true, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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@@ -270,11 +277,18 @@ namespace Barotrauma
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BlendState.Opaque);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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@@ -297,8 +297,16 @@ namespace Barotrauma
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GameMain.NetLobbyScreen = new NetLobbyScreen();
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GameMain.NetworkMember = new GameServer(name, port, isPublicBox.Selected, passwordBox.Text, useUpnpBox.Selected, int.Parse(maxPlayersBox.Text));
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try
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{
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GameMain.NetworkMember = new GameServer(name, port, isPublicBox.Selected, passwordBox.Text, useUpnpBox.Selected, int.Parse(maxPlayersBox.Text));
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Failed to start server", e);
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}
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GameMain.NetLobbyScreen.IsServer = true;
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//Game1.NetLobbyScreen.Select();
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return true;
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@@ -254,7 +254,21 @@ namespace Barotrauma
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if (response.StatusCode!= System.Net.HttpStatusCode.OK)
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{
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serverList.ClearChildren();
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DebugConsole.ThrowError("Error while connecting to master server (" +response.StatusCode+": "+response.StatusDescription+")");
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switch (response.StatusCode)
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{
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case System.Net.HttpStatusCode.NotFound:
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DebugConsole.ThrowError("Error while connecting to master server (404 - ''" + NetConfig.MasterServerUrl + "'' not found)");
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break;
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case System.Net.HttpStatusCode.ServiceUnavailable:
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DebugConsole.ThrowError("Error while connecting to master server (505 - Service Unavailable)");
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DebugConsole.ThrowError("The master server may be down for maintenance or temporarily overloaded. Please try again after in a few moments.");
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break;
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default:
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DebugConsole.ThrowError("Error while connecting to master server (" +response.StatusCode+": "+response.StatusDescription+")");
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break;
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}
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return;
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}
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@@ -304,8 +318,17 @@ namespace Barotrauma
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selectedPassword = passwordBox.Text;
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}
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GameMain.NetworkMember = new GameClient(clientNameBox.Text);
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GameMain.Client.ConnectToServer(ip, selectedPassword);
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try
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{
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GameMain.NetworkMember = new GameClient(clientNameBox.Text);
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GameMain.Client.ConnectToServer(ip, selectedPassword);
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Failed to start the client", e);
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}
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yield return CoroutineStatus.Success;
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}
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