Release v0.15.12.0

This commit is contained in:
Joonas Rikkonen
2021-10-27 18:50:57 +03:00
parent bf95e82d80
commit 234fb6bc06
450 changed files with 26042 additions and 10457 deletions
@@ -126,8 +126,8 @@ namespace Barotrauma.Lights
}
LosTexture?.Dispose();
LosTexture = new RenderTarget2D(graphics,
(int)(GameMain.GraphicsWidth * GameMain.Config.LightMapScale),
LosTexture = new RenderTarget2D(graphics,
(int)(GameMain.GraphicsWidth * GameMain.Config.LightMapScale),
(int)(GameMain.GraphicsHeight * GameMain.Config.LightMapScale), false, SurfaceFormat.Color, DepthFormat.None);
}
@@ -183,7 +183,7 @@ namespace Barotrauma.Lights
activeLights.Clear();
foreach (LightSource light in lights)
{
if (!light.Enabled) { continue; }
if (!light.Enabled) { continue; }
if ((light.Color.A < 1 || light.Range < 1.0f) && !light.LightSourceParams.OverrideLightSpriteAlpha.HasValue) { continue; }
if (light.ParentBody != null)
{
@@ -197,7 +197,9 @@ namespace Barotrauma.Lights
float spriteRange = Math.Max(
light.LightSprite.size.X * light.SpriteScale.X * (0.5f + Math.Abs(light.LightSprite.RelativeOrigin.X - 0.5f)),
light.LightSprite.size.Y * light.SpriteScale.Y * (0.5f + Math.Abs(light.LightSprite.RelativeOrigin.Y - 0.5f)));
range = Math.Max(spriteRange, range);
float targetSize = Math.Max(light.LightTextureTargetSize.X, light.LightTextureTargetSize.Y);
range = Math.Max(Math.Max(spriteRange, targetSize), range);
}
if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, range, viewRect)) { continue; }
activeLights.Add(light);
@@ -238,16 +240,16 @@ namespace Barotrauma.Lights
//draw a black rectangle on hulls to hide background lights behind subs
//---------------------------------------------------------------------------------------------------
if (backgroundObstructor != null)
/*if (backgroundObstructor != null)
{
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
spriteBatch.Draw(backgroundObstructor, new Rectangle(0, 0,
(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.Black);
spriteBatch.End();
}
}*/
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, transformMatrix: spriteBatchTransform);
Dictionary<Hull, Rectangle> visibleHulls = GetVisibleHulls(cam);
Dictionary<Hull, Rectangle> visibleHulls = GetVisibleHulls(cam);
foreach (KeyValuePair<Hull, Rectangle> hull in visibleHulls)
{
GUI.DrawRectangle(spriteBatch,
@@ -258,18 +260,18 @@ namespace Barotrauma.Lights
spriteBatch.End();
SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"];
SolidColorEffect.Parameters["color"].SetValue(AmbientLight.ToVector4());
SolidColorEffect.Parameters["color"].SetValue(AmbientLight.Opaque().ToVector4());
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform, effect: SolidColorEffect);
Submarine.DrawDamageable(spriteBatch, null);
spriteBatch.End();
graphics.BlendState = BlendState.Additive;
//draw the focused item and character to highlight them,
//and light sprites (done before drawing the actual light volumes so we can make characters obstruct the highlights and sprites)
//---------------------------------------------------------------------------------------------------
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
foreach (LightSource light in activeLights)
{
//don't draw limb lights at this point, they need to be drawn after lights have been obstructed by characters
@@ -294,8 +296,8 @@ namespace Barotrauma.Lights
{
if (character.CurrentHull == null || !character.Enabled || !character.IsVisible) { continue; }
if (Character.Controlled?.FocusedCharacter == character) { continue; }
Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
Color.Black :
Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
Color.Black :
character.CurrentHull.AmbientLight.Multiply(character.CurrentHull.AmbientLight.A / 255.0f).Opaque();
foreach (Limb limb in character.AnimController.Limbs)
{
@@ -304,7 +306,7 @@ namespace Barotrauma.Lights
}
}
spriteBatch.End();
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidVertexColor"];
DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply();
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform);
@@ -312,8 +314,8 @@ namespace Barotrauma.Lights
{
if (character.CurrentHull == null || !character.Enabled || !character.IsVisible) { continue; }
if (Character.Controlled?.FocusedCharacter == character) { continue; }
Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
Color.Black :
Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
Color.Black :
character.CurrentHull.AmbientLight.Multiply(character.CurrentHull.AmbientLight.A / 255.0f).Opaque();
foreach (Limb limb in character.AnimController.Limbs)
{
@@ -343,9 +345,9 @@ namespace Barotrauma.Lights
}
lightEffect.World = transform;
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
if (Character.Controlled != null)
{
DrawHalo(Character.Controlled);
@@ -412,7 +414,7 @@ namespace Barotrauma.Lights
}
}
if (highlightedEntities.Count == 0) { return false; }
//draw characters in light blue first
graphics.SetRenderTarget(HighlightMap);
SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"];
@@ -484,9 +486,9 @@ namespace Barotrauma.Lights
//raster pattern on top of everything
spriteBatch.Begin(blendState: BlendState.NonPremultiplied, samplerState: SamplerState.LinearWrap);
spriteBatch.Draw(highlightRaster,
new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height),
new Rectangle(0, 0, (int)(HighlightMap.Width / currLightMapScale * 0.5f), (int)(HighlightMap.Height / currLightMapScale * 0.5f)),
spriteBatch.Draw(highlightRaster,
new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height),
new Rectangle(0, 0, (int)(HighlightMap.Width / currLightMapScale * 0.5f), (int)(HighlightMap.Height / currLightMapScale * 0.5f)),
Color.White * 0.5f);
spriteBatch.End();
@@ -542,7 +544,7 @@ namespace Barotrauma.Lights
{
graphics.Clear(Color.White);
}
//--------------------------------------
@@ -595,9 +597,9 @@ namespace Barotrauma.Lights
}
}
}
graphics.SetRenderTarget(null);
graphics.SetRenderTarget(null);
}
public void ClearLights()
{
lights.Clear();