- opengl blur shader
- the "heal" console command cancels stun - the camera shakes when the sub hits something only if controlled character is inside the sub
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@@ -987,9 +987,6 @@
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</BootstrapperPackage>
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</ItemGroup>
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<ItemGroup>
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<None Include="Content\blurshader.xnb">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Content\blurshader.xnb">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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@@ -210,7 +210,7 @@ namespace Barotrauma
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shakeTargetPosition = Rand.Vector(Shake);
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shakePosition = Vector2.Lerp(shakePosition, shakeTargetPosition, 0.5f);
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Shake = MathHelper.Lerp(Shake, 0.0f, 0.03f);
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Shake = MathHelper.Lerp(Shake, 0.0f, deltaTime*2.0f);
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Translate(moveCam+shakePosition);
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}
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@@ -332,6 +332,7 @@ namespace Barotrauma
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Character.Controlled.AddDamage(CauseOfDeath.Damage, -Character.Controlled.MaxHealth, null);
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Character.Controlled.Oxygen = 100.0f;
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Character.Controlled.Bleeding = 0.0f;
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Character.Controlled.AnimController.StunTimer = 0.0f;
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}
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break;
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case "revive":
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@@ -485,7 +485,11 @@ namespace Barotrauma
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Vector2 lastContactPoint = worldPoints[0];
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SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(lastContactPoint));
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GameMain.GameScreen.Cam.Shake = impact * 2.0f;
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if (Character.Controlled != null && Character.Controlled.Submarine == submarine)
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{
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GameMain.GameScreen.Cam.Shake = impact * 2.0f;
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}
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Vector2 impulse = direction * impact * 0.5f;
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@@ -36,7 +36,12 @@ namespace Barotrauma
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BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
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#if LINUX
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var blurEffect = content.Load<Effect>("blurshader_opengl");
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#else
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var blurEffect = content.Load<Effect>("blurshader");
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#endif
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lightBlur = new BlurEffect(blurEffect, 0.001f, 0.001f);
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