Linux damageshader, fixed keyhits being registered multiple times, added LevelGenerationParams.xml to the vanilla content package

This commit is contained in:
Regalis
2016-09-29 19:04:45 +03:00
parent cbce785078
commit 25274dd03f
5 changed files with 11 additions and 40 deletions

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@@ -46,6 +46,7 @@
<BackgroundSpritePrefabs file="Content/BackgroundSprites/BackgroundSpritePrefabs.xml" />
<RandomEvents file="Content/randomevents.xml" />
<LocationTypes file="Content/Map/locationTypes.xml" />
<LevelGenerationParameters file="Content/Map/LevelGenerationParameters.xml" />
<Missions file="Content/Missions.xml" />
<Jobs file="Content/Jobs.xml" />
<Executable file="Barotrauma.exe" />

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@@ -17,7 +17,7 @@ namespace Barotrauma
Structure,
Executable,
LocationTypes,
LevelGenerationPresets,
LevelGenerationParameters,
RandomEvents,
Missions,
BackgroundCreaturePrefabs, BackgroundSpritePrefabs

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@@ -133,33 +133,7 @@ namespace Barotrauma
get { return bottomHoleProbability; }
set { bottomHoleProbability = MathHelper.Clamp(value, 0.0f, 1.0f); }
}
//public LevelGenerationParams()
//{
// Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
// width = 100000.0f;
// height = 50000.0f;
// voronoiSiteInterval = 2000.0f;
// voronoiSiteVariance = new Vector2(voronoiSiteInterval, voronoiSiteInterval) * 0.4f;
// mainPathNodeIntervalRange = new Vector2(5000.0f, 10000.0f);
// float brightness = Rand.Range(1.0f, 1.3f, false);
// BackgroundColor = Color.Lerp(new Color(11, 18, 26), new Color(50, 46, 20), Rand.Range(0.0f, 1.0f, false)) * brightness;
// BackgroundColor = new Color(BackgroundColor, 1.0f);
// smallTunnelCount = 5;
// smallTunnelLengthRange = new Vector2(5000.0f, 10000.0f);
// ruinCount = 1;
// bottomHoleProbability = Rand.Range(0.1f, 0.8f, false);
// BackgroundSpriteAmount = (int)((new Vector2(width, height)).Length() / 100);
//}
public static LevelGenerationParams GetRandom(string seed)
{
Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
@@ -194,7 +168,7 @@ namespace Barotrauma
{
presets = new List<LevelGenerationParams>();
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.LevelGenerationPresets);
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.LevelGenerationParameters);
if (!files.Any())
{
files.Add("Content/Map/LevelGenerationParameters.xml");
@@ -202,7 +176,6 @@ namespace Barotrauma
foreach (string file in files)
{
XDocument doc = ToolBox.TryLoadXml(file);
if (doc == null || doc.Root == null) return;

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@@ -46,13 +46,13 @@ namespace Barotrauma
#if LINUX
var blurEffect = content.Load<Effect>("blurshader_opengl");
damageEffect = content.Load<Effect>("damageshader_opengl");
#else
var blurEffect = content.Load<Effect>("blurshader");
damageEffect = content.Load<Effect>("damageshader");
#endif
damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
damageEffect = content.Load<Effect>("damageshader");
damageEffect.Parameters["xStencil"].SetValue(damageStencil);
damageEffect.Parameters["aMultiplier"].SetValue(50.0f);
damageEffect.Parameters["cMultiplier"].SetValue(200.0f);
@@ -108,19 +108,16 @@ namespace Barotrauma
GameMain.GameSession.Submarine.ApplyForce(targetMovement * GameMain.GameSession.Submarine.SubBody.Body.Mass * 100.0f);
}
#endif
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
Character.UpdateAll(cam, (float)deltaTime);
Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6);
//Physics.accumulator = Physics.step;
while (Physics.accumulator >= Physics.step)
{
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)Physics.step);
//EventManager.Update(gameTime);
if (Level.Loaded != null) Level.Loaded.Update((float)Physics.step);
Character.UpdateAll(cam, (float)Physics.step);
BackgroundCreatureManager.Update(cam, (float)Physics.step);
GameMain.ParticleManager.Update((float)Physics.step);