diff --git a/Subsurface/Content/damageshader_opengl.xnb b/Subsurface/Content/damageshader_opengl.xnb
new file mode 100644
index 000000000..7362ac53b
Binary files /dev/null and b/Subsurface/Content/damageshader_opengl.xnb differ
diff --git a/Subsurface/Data/ContentPackages/Vanilla 0.3.xml b/Subsurface/Data/ContentPackages/Vanilla 0.3.xml
index 1d35a45ca..7f65c3b88 100644
--- a/Subsurface/Data/ContentPackages/Vanilla 0.3.xml
+++ b/Subsurface/Data/ContentPackages/Vanilla 0.3.xml
@@ -46,6 +46,7 @@
+
diff --git a/Subsurface/Source/ContentPackage.cs b/Subsurface/Source/ContentPackage.cs
index f7d5bca65..b07b314ee 100644
--- a/Subsurface/Source/ContentPackage.cs
+++ b/Subsurface/Source/ContentPackage.cs
@@ -17,7 +17,7 @@ namespace Barotrauma
Structure,
Executable,
LocationTypes,
- LevelGenerationPresets,
+ LevelGenerationParameters,
RandomEvents,
Missions,
BackgroundCreaturePrefabs, BackgroundSpritePrefabs
diff --git a/Subsurface/Source/Map/Levels/LevelGenerationParams.cs b/Subsurface/Source/Map/Levels/LevelGenerationParams.cs
index 644c894c6..e55ea1242 100644
--- a/Subsurface/Source/Map/Levels/LevelGenerationParams.cs
+++ b/Subsurface/Source/Map/Levels/LevelGenerationParams.cs
@@ -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();
- 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;
diff --git a/Subsurface/Source/Screens/GameScreen.cs b/Subsurface/Source/Screens/GameScreen.cs
index 0b040b855..a5050b8b2 100644
--- a/Subsurface/Source/Screens/GameScreen.cs
+++ b/Subsurface/Source/Screens/GameScreen.cs
@@ -46,13 +46,13 @@ namespace Barotrauma
#if LINUX
var blurEffect = content.Load("blurshader_opengl");
+ damageEffect = content.Load("damageshader_opengl");
#else
var blurEffect = content.Load("blurshader");
+ damageEffect = content.Load("damageshader");
#endif
damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
-
- damageEffect = content.Load("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);