- 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
This commit is contained in:
Regalis
2016-05-18 11:45:38 +03:00
parent 63e5f02057
commit 1f2937fad1
6 changed files with 12 additions and 5 deletions
-3
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@@ -987,9 +987,6 @@
</BootstrapperPackage> </BootstrapperPackage>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="Content\blurshader.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\blurshader.xnb"> <None Include="Content\blurshader.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None> </None>
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+1 -1
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@@ -210,7 +210,7 @@ namespace Barotrauma
shakeTargetPosition = Rand.Vector(Shake); shakeTargetPosition = Rand.Vector(Shake);
shakePosition = Vector2.Lerp(shakePosition, shakeTargetPosition, 0.5f); 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); Translate(moveCam+shakePosition);
} }
+1
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@@ -332,6 +332,7 @@ namespace Barotrauma
Character.Controlled.AddDamage(CauseOfDeath.Damage, -Character.Controlled.MaxHealth, null); Character.Controlled.AddDamage(CauseOfDeath.Damage, -Character.Controlled.MaxHealth, null);
Character.Controlled.Oxygen = 100.0f; Character.Controlled.Oxygen = 100.0f;
Character.Controlled.Bleeding = 0.0f; Character.Controlled.Bleeding = 0.0f;
Character.Controlled.AnimController.StunTimer = 0.0f;
} }
break; break;
case "revive": case "revive":
+5 -1
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@@ -485,7 +485,11 @@ namespace Barotrauma
Vector2 lastContactPoint = worldPoints[0]; Vector2 lastContactPoint = worldPoints[0];
SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(lastContactPoint)); 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; Vector2 impulse = direction * impact * 0.5f;
+5
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@@ -36,7 +36,12 @@ namespace Barotrauma
BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml"); BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
#if LINUX
var blurEffect = content.Load<Effect>("blurshader_opengl");
#else
var blurEffect = content.Load<Effect>("blurshader"); var blurEffect = content.Load<Effect>("blurshader");
#endif
lightBlur = new BlurEffect(blurEffect, 0.001f, 0.001f); lightBlur = new BlurEffect(blurEffect, 0.001f, 0.001f);