Further lighting optimization, fixed (railgun) controller movement, physicsbody collisioncategory changes, command room reactor controls in Vellamo
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@@ -158,7 +158,8 @@ namespace Subsurface
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public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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if (GameMain.LightManager.LightingEnabled) GameMain.LightManager.DrawLightmap(graphics, spriteBatch, cam);
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GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
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//----------------------------------------------------------------------------------------
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//1. draw the background, characters and the parts of the submarine that are behind them
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@@ -167,7 +168,6 @@ namespace Subsurface
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graphics.SetRenderTarget(renderTarget);
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graphics.Clear(new Color(11, 18, 26, 255));
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearWrap, DepthStencilState.Default, RasterizerState.CullNone);
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Vector2 backgroundPos = cam.Position;
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@@ -274,14 +274,7 @@ namespace Subsurface
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GameMain.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
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}
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if (GameMain.LightManager.LightingEnabled)
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{
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//multiply scene with lightmap
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spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.Multiplicative);
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spriteBatch.Draw(GameMain.LightManager.LightMap, Vector2.Zero, Color.White);
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spriteBatch.End();
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}
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GameMain.LightManager.DrawLightMap(spriteBatch, cam);
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//----------------------------------------------------------------------------------------
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//3. draw the sections of the map that are on top of the water
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//----------------------------------------------------------------------------------------
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@@ -294,12 +287,8 @@ namespace Subsurface
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foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
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Submarine.DrawFront(spriteBatch);
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
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{
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GameMain.GameSession.Level.Draw(spriteBatch);
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//Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
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}
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GameMain.GameSession?.Level?.Draw(spriteBatch);
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spriteBatch.End();
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@@ -2,9 +2,7 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Subsurface.Networking;
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using System.IO;
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using System.Xml.Linq;
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using System.Collections.Generic;
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namespace Subsurface
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{
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@@ -385,7 +383,7 @@ namespace Subsurface
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GUI.Draw((float)deltaTime, spriteBatch, null);
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spriteBatch.DrawString(GUI.Font, "Subsurface v"+GameMain.Version, new Vector2(10, GameMain.GraphicsHeight-20), Color.White);
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spriteBatch.DrawString(GUI.Font, "Barotrauma v"+GameMain.Version, new Vector2(10, GameMain.GraphicsHeight-20), Color.White);
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spriteBatch.End();
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}
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@@ -410,7 +408,7 @@ namespace Subsurface
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GameMain.LobbyScreen.Select();
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new GUIMessageBox("Welcome to Subsurface!", "Please note that the single player mode is very unfinished at the moment; "+
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new GUIMessageBox("Welcome to Barotrauma!", "Please note that the single player mode is very unfinished at the moment; "+
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"for example, the NPCs don't have an AI yet and there are only a couple of different quests to complete. The multiplayer "+
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"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 "+
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"in the single player mode and then move on to multiplayer. Have fun!\n - Regalis, the main dev of Subsurface", 400, 350);
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@@ -208,7 +208,7 @@ namespace Subsurface
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var request = new RestRequest("masterserver.php", Method.GET);
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request.AddParameter("gamename", "subsurface"); // adds to POST or URL querystring based on Method
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request.AddParameter("gamename", "barotrauma"); // adds to POST or URL querystring based on Method
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request.AddParameter("action", "listservers"); // adds to POST or URL querystring based on Method
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@@ -327,8 +327,6 @@ namespace Subsurface
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public override void Update(double deltaTime)
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{
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menu.Update((float)deltaTime);
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GUI.Update((float)deltaTime);
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