diff --git a/Subsurface/Barotrauma.csproj b/Subsurface/Barotrauma.csproj index 181e4e0e0..0e6cb6166 100644 --- a/Subsurface/Barotrauma.csproj +++ b/Subsurface/Barotrauma.csproj @@ -987,9 +987,6 @@ - - PreserveNewest - PreserveNewest diff --git a/Subsurface/Content/blurshader_opengl.xnb b/Subsurface/Content/blurshader_opengl.xnb new file mode 100644 index 000000000..800d3ef75 Binary files /dev/null and b/Subsurface/Content/blurshader_opengl.xnb differ diff --git a/Subsurface/Source/Camera.cs b/Subsurface/Source/Camera.cs index c8b75de5b..0c48b5ecc 100644 --- a/Subsurface/Source/Camera.cs +++ b/Subsurface/Source/Camera.cs @@ -210,7 +210,7 @@ namespace Barotrauma shakeTargetPosition = Rand.Vector(Shake); shakePosition = Vector2.Lerp(shakePosition, shakeTargetPosition, 0.5f); - Shake = MathHelper.Lerp(Shake, 0.0f, 0.03f); + Shake = MathHelper.Lerp(Shake, 0.0f, deltaTime*2.0f); Translate(moveCam+shakePosition); } diff --git a/Subsurface/Source/DebugConsole.cs b/Subsurface/Source/DebugConsole.cs index 7c3db5202..ca7dde0cc 100644 --- a/Subsurface/Source/DebugConsole.cs +++ b/Subsurface/Source/DebugConsole.cs @@ -332,6 +332,7 @@ namespace Barotrauma Character.Controlled.AddDamage(CauseOfDeath.Damage, -Character.Controlled.MaxHealth, null); Character.Controlled.Oxygen = 100.0f; Character.Controlled.Bleeding = 0.0f; + Character.Controlled.AnimController.StunTimer = 0.0f; } break; case "revive": diff --git a/Subsurface/Source/Map/SubmarineBody.cs b/Subsurface/Source/Map/SubmarineBody.cs index 59d1d7875..880d54422 100644 --- a/Subsurface/Source/Map/SubmarineBody.cs +++ b/Subsurface/Source/Map/SubmarineBody.cs @@ -485,7 +485,11 @@ namespace Barotrauma Vector2 lastContactPoint = worldPoints[0]; SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(lastContactPoint)); - GameMain.GameScreen.Cam.Shake = impact * 2.0f; + + if (Character.Controlled != null && Character.Controlled.Submarine == submarine) + { + GameMain.GameScreen.Cam.Shake = impact * 2.0f; + } Vector2 impulse = direction * impact * 0.5f; diff --git a/Subsurface/Source/Screens/GameScreen.cs b/Subsurface/Source/Screens/GameScreen.cs index f5c818939..a00726b7c 100644 --- a/Subsurface/Source/Screens/GameScreen.cs +++ b/Subsurface/Source/Screens/GameScreen.cs @@ -36,7 +36,12 @@ namespace Barotrauma BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml"); +#if LINUX + var blurEffect = content.Load("blurshader_opengl"); +#else var blurEffect = content.Load("blurshader"); +#endif + lightBlur = new BlurEffect(blurEffect, 0.001f, 0.001f);