Release v0.15.12.0
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@@ -126,8 +126,8 @@ namespace Barotrauma.Lights
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}
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LosTexture?.Dispose();
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LosTexture = new RenderTarget2D(graphics,
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(int)(GameMain.GraphicsWidth * GameMain.Config.LightMapScale),
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LosTexture = new RenderTarget2D(graphics,
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(int)(GameMain.GraphicsWidth * GameMain.Config.LightMapScale),
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(int)(GameMain.GraphicsHeight * GameMain.Config.LightMapScale), false, SurfaceFormat.Color, DepthFormat.None);
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}
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@@ -183,7 +183,7 @@ namespace Barotrauma.Lights
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activeLights.Clear();
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foreach (LightSource light in lights)
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{
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if (!light.Enabled) { continue; }
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if (!light.Enabled) { continue; }
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if ((light.Color.A < 1 || light.Range < 1.0f) && !light.LightSourceParams.OverrideLightSpriteAlpha.HasValue) { continue; }
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if (light.ParentBody != null)
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{
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@@ -197,7 +197,9 @@ namespace Barotrauma.Lights
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float spriteRange = Math.Max(
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light.LightSprite.size.X * light.SpriteScale.X * (0.5f + Math.Abs(light.LightSprite.RelativeOrigin.X - 0.5f)),
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light.LightSprite.size.Y * light.SpriteScale.Y * (0.5f + Math.Abs(light.LightSprite.RelativeOrigin.Y - 0.5f)));
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range = Math.Max(spriteRange, range);
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float targetSize = Math.Max(light.LightTextureTargetSize.X, light.LightTextureTargetSize.Y);
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range = Math.Max(Math.Max(spriteRange, targetSize), range);
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}
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if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, range, viewRect)) { continue; }
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activeLights.Add(light);
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@@ -238,16 +240,16 @@ namespace Barotrauma.Lights
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//draw a black rectangle on hulls to hide background lights behind subs
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//---------------------------------------------------------------------------------------------------
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if (backgroundObstructor != null)
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/*if (backgroundObstructor != null)
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{
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
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spriteBatch.Draw(backgroundObstructor, new Rectangle(0, 0,
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(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.Black);
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spriteBatch.End();
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}
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}*/
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, transformMatrix: spriteBatchTransform);
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Dictionary<Hull, Rectangle> visibleHulls = GetVisibleHulls(cam);
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Dictionary<Hull, Rectangle> visibleHulls = GetVisibleHulls(cam);
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foreach (KeyValuePair<Hull, Rectangle> hull in visibleHulls)
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{
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GUI.DrawRectangle(spriteBatch,
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@@ -258,18 +260,18 @@ namespace Barotrauma.Lights
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spriteBatch.End();
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SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"];
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SolidColorEffect.Parameters["color"].SetValue(AmbientLight.ToVector4());
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SolidColorEffect.Parameters["color"].SetValue(AmbientLight.Opaque().ToVector4());
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform, effect: SolidColorEffect);
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Submarine.DrawDamageable(spriteBatch, null);
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spriteBatch.End();
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graphics.BlendState = BlendState.Additive;
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//draw the focused item and character to highlight them,
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//and light sprites (done before drawing the actual light volumes so we can make characters obstruct the highlights and sprites)
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//---------------------------------------------------------------------------------------------------
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, transformMatrix: spriteBatchTransform);
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foreach (LightSource light in activeLights)
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{
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//don't draw limb lights at this point, they need to be drawn after lights have been obstructed by characters
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@@ -294,8 +296,8 @@ namespace Barotrauma.Lights
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{
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if (character.CurrentHull == null || !character.Enabled || !character.IsVisible) { continue; }
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if (Character.Controlled?.FocusedCharacter == character) { continue; }
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Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
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Color.Black :
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Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
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Color.Black :
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character.CurrentHull.AmbientLight.Multiply(character.CurrentHull.AmbientLight.A / 255.0f).Opaque();
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foreach (Limb limb in character.AnimController.Limbs)
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{
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@@ -304,7 +306,7 @@ namespace Barotrauma.Lights
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}
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}
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spriteBatch.End();
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DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidVertexColor"];
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DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply();
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform);
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@@ -312,8 +314,8 @@ namespace Barotrauma.Lights
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{
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if (character.CurrentHull == null || !character.Enabled || !character.IsVisible) { continue; }
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if (Character.Controlled?.FocusedCharacter == character) { continue; }
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Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
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Color.Black :
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Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
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Color.Black :
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character.CurrentHull.AmbientLight.Multiply(character.CurrentHull.AmbientLight.A / 255.0f).Opaque();
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foreach (Limb limb in character.AnimController.Limbs)
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{
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@@ -343,9 +345,9 @@ namespace Barotrauma.Lights
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}
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lightEffect.World = transform;
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
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if (Character.Controlled != null)
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{
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DrawHalo(Character.Controlled);
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@@ -412,7 +414,7 @@ namespace Barotrauma.Lights
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}
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}
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if (highlightedEntities.Count == 0) { return false; }
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//draw characters in light blue first
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graphics.SetRenderTarget(HighlightMap);
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SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"];
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@@ -484,9 +486,9 @@ namespace Barotrauma.Lights
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//raster pattern on top of everything
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spriteBatch.Begin(blendState: BlendState.NonPremultiplied, samplerState: SamplerState.LinearWrap);
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spriteBatch.Draw(highlightRaster,
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new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height),
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new Rectangle(0, 0, (int)(HighlightMap.Width / currLightMapScale * 0.5f), (int)(HighlightMap.Height / currLightMapScale * 0.5f)),
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spriteBatch.Draw(highlightRaster,
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new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height),
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new Rectangle(0, 0, (int)(HighlightMap.Width / currLightMapScale * 0.5f), (int)(HighlightMap.Height / currLightMapScale * 0.5f)),
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Color.White * 0.5f);
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spriteBatch.End();
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@@ -542,7 +544,7 @@ namespace Barotrauma.Lights
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{
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graphics.Clear(Color.White);
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}
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//--------------------------------------
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@@ -595,9 +597,9 @@ namespace Barotrauma.Lights
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}
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}
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}
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graphics.SetRenderTarget(null);
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graphics.SetRenderTarget(null);
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}
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public void ClearLights()
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{
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lights.Clear();
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