Release v0.15.12.0
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@@ -25,6 +25,8 @@ namespace Barotrauma
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public Effect PostProcessEffect { get; private set; }
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public Effect GradientEffect { get; private set; }
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public Effect GrainEffect { get; private set; }
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public Effect ThresholdTintEffect { get; private set; }
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public Effect BlueprintEffect { get; set; }
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public GameScreen(GraphicsDevice graphics, ContentManager content)
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{
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@@ -37,19 +39,20 @@ namespace Barotrauma
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CreateRenderTargets(graphics);
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};
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Effect LoadEffect(string path)
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=> content.Load<Effect>(path
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#if LINUX || OSX
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//var blurEffect = content.Load<Effect>("Effects/blurshader_opengl");
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damageEffect = content.Load<Effect>("Effects/damageshader_opengl");
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PostProcessEffect = content.Load<Effect>("Effects/postprocess_opengl");
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GradientEffect = content.Load<Effect>("Effects/gradientshader_opengl");
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GrainEffect = content.Load<Effect>("Effects/grainshader_opengl");
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#else
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//var blurEffect = content.Load<Effect>("Effects/blurshader");
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damageEffect = content.Load<Effect>("Effects/damageshader");
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PostProcessEffect = content.Load<Effect>("Effects/postprocess");
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GradientEffect = content.Load<Effect>("Effects/gradientshader");
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GrainEffect = content.Load<Effect>("Effects/grainshader");
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+"_opengl"
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#endif
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);
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//var blurEffect = LoadEffect("Effects/blurshader");
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damageEffect = LoadEffect("Effects/damageshader");
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PostProcessEffect = LoadEffect("Effects/postprocess");
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GradientEffect = LoadEffect("Effects/gradientshader");
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GrainEffect = LoadEffect("Effects/grainshader");
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ThresholdTintEffect = LoadEffect("Effects/thresholdtint");
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BlueprintEffect = LoadEffect("Effects/blueprintshader");
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damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
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damageEffect.Parameters["xStencil"].SetValue(damageStencil);
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@@ -89,8 +92,7 @@ namespace Barotrauma
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}
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}
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if (GameMain.GameSession != null) GameMain.GameSession.AddToGUIUpdateList();
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GameMain.GameSession?.AddToGUIUpdateList();
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Character.AddAllToGUIUpdateList();
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}
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@@ -136,7 +138,7 @@ namespace Barotrauma
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for (int i = 0; i < Submarine.MainSubs.Length; i++)
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{
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if (Submarine.MainSubs[i] == null) continue;
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if (Level.Loaded != null && Submarine.MainSubs[i].WorldPosition.Y < Level.MaxEntityDepth) continue;
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if (Level.Loaded != null && Submarine.MainSubs[i].WorldPosition.Y < Level.MaxEntityDepth) { continue; }
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Vector2 position = Submarine.MainSubs[i].SubBody != null ? Submarine.MainSubs[i].WorldPosition : Submarine.MainSubs[i].HiddenSubPosition;
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@@ -148,6 +150,14 @@ namespace Barotrauma
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}
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}
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if (!GUI.DisableHUD)
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{
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foreach (Character c in Character.CharacterList)
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{
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c.DrawGUIMessages(spriteBatch, cam);
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}
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}
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GUI.Draw(cam, spriteBatch);
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spriteBatch.End();
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