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);