Further lighting optimization, fixed (railgun) controller movement, physicsbody collisioncategory changes, command room reactor controls in Vellamo

This commit is contained in:
Regalis11
2015-10-14 22:10:37 +03:00
parent 8df9133e84
commit 2bb5d41836
27 changed files with 135 additions and 126 deletions
+5 -16
View File
@@ -158,7 +158,8 @@ namespace Subsurface
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
{
if (GameMain.LightManager.LightingEnabled) GameMain.LightManager.DrawLightmap(graphics, spriteBatch, cam);
GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
//----------------------------------------------------------------------------------------
//1. draw the background, characters and the parts of the submarine that are behind them
@@ -167,7 +168,6 @@ namespace Subsurface
graphics.SetRenderTarget(renderTarget);
graphics.Clear(new Color(11, 18, 26, 255));
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullNone);
Vector2 backgroundPos = cam.Position;
@@ -274,14 +274,7 @@ namespace Subsurface
GameMain.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
}
if (GameMain.LightManager.LightingEnabled)
{
//multiply scene with lightmap
spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.Multiplicative);
spriteBatch.Draw(GameMain.LightManager.LightMap, Vector2.Zero, Color.White);
spriteBatch.End();
}
GameMain.LightManager.DrawLightMap(spriteBatch, cam);
//----------------------------------------------------------------------------------------
//3. draw the sections of the map that are on top of the water
//----------------------------------------------------------------------------------------
@@ -294,12 +287,8 @@ namespace Subsurface
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
Submarine.DrawFront(spriteBatch);
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
{
GameMain.GameSession.Level.Draw(spriteBatch);
//Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
}
GameMain.GameSession?.Level?.Draw(spriteBatch);
spriteBatch.End();
+2 -4
View File
@@ -2,9 +2,7 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Subsurface.Networking;
using System.IO;
using System.Xml.Linq;
using System.Collections.Generic;
namespace Subsurface
{
@@ -385,7 +383,7 @@ namespace Subsurface
GUI.Draw((float)deltaTime, spriteBatch, null);
spriteBatch.DrawString(GUI.Font, "Subsurface v"+GameMain.Version, new Vector2(10, GameMain.GraphicsHeight-20), Color.White);
spriteBatch.DrawString(GUI.Font, "Barotrauma v"+GameMain.Version, new Vector2(10, GameMain.GraphicsHeight-20), Color.White);
spriteBatch.End();
}
@@ -410,7 +408,7 @@ namespace Subsurface
GameMain.LobbyScreen.Select();
new GUIMessageBox("Welcome to Subsurface!", "Please note that the single player mode is very unfinished at the moment; "+
new GUIMessageBox("Welcome to Barotrauma!", "Please note that the single player mode is very unfinished at the moment; "+
"for example, the NPCs don't have an AI yet and there are only a couple of different quests to complete. The multiplayer "+
"mode should be much more enjoyable to play at the moment, so my recommendation is to try out and get a hang of the game mechanics "+
"in the single player mode and then move on to multiplayer. Have fun!\n - Regalis, the main dev of Subsurface", 400, 350);
@@ -208,7 +208,7 @@ namespace Subsurface
var request = new RestRequest("masterserver.php", Method.GET);
request.AddParameter("gamename", "subsurface"); // adds to POST or URL querystring based on Method
request.AddParameter("gamename", "barotrauma"); // adds to POST or URL querystring based on Method
request.AddParameter("action", "listservers"); // adds to POST or URL querystring based on Method
@@ -327,8 +327,6 @@ namespace Subsurface
public override void Update(double deltaTime)
{
menu.Update((float)deltaTime);
GUI.Update((float)deltaTime);