Thermal artifact, mid-quest message popups, sortmode from immediate to deferred, saving bugfixes
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@@ -76,7 +76,7 @@ namespace Barotrauma.Lights
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if (!ObstructVision) return;
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spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.Multiplicative);
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative);
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spriteBatch.Draw(losTexture, Vector2.Zero);
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spriteBatch.End();
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@@ -128,13 +128,13 @@ namespace Barotrauma.Lights
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//draw the light shape
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//where Alpha is 0, nothing will be written
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spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
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light.Draw(spriteBatch);
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spriteBatch.End();
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}
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ClearAlphaToOne(graphics, spriteBatch);
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spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
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foreach (LightSource light in lights)
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{
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@@ -161,7 +161,7 @@ namespace Barotrauma.Lights
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graphics.SetRenderTarget(losTexture);
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graphics.Clear(Color.Black);
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spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform);
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Vector2 diff = lookAtPosition - ViewPos;
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diff.Y = -diff.Y;
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@@ -185,7 +185,7 @@ namespace Barotrauma.Lights
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private void ClearAlphaToOne(GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.WriteToAlpha);
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.WriteToAlpha);
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spriteBatch.Draw(alphaClearTexture, new Rectangle(0, 0,graphics.Viewport.Width, graphics.Viewport.Height), Color.White);
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spriteBatch.End();
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}
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@@ -195,7 +195,7 @@ namespace Barotrauma.Lights
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if (!LightingEnabled) return;
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//multiply scene with lightmap
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spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.Multiplicative);
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative);
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spriteBatch.Draw(lightMap, Vector2.Zero, Color.White);
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spriteBatch.End();
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}
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