Fixed LOS not going red + Fixed additive particles not looking right at all
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@@ -175,7 +175,7 @@ namespace Barotrauma.Lights
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lightEffect.World = Matrix.CreateTranslation(offset) * transform;
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lightEffect.World = Matrix.CreateTranslation(offset) * transform;
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//GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
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if (Character.Controlled != null)
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if (Character.Controlled != null)
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{
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{
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@@ -133,7 +133,6 @@ namespace Barotrauma
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spriteBatch.End();
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spriteBatch.End();
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//draw additive particles that are in water and behind subs
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//draw additive particles that are in water and behind subs
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//TODO: make these draw properly somehow, since they're not rendered into the lightmap anymore
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
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GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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spriteBatch.End();
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@@ -217,7 +216,6 @@ namespace Barotrauma
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
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GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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spriteBatch.End();
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if (GameMain.LightManager.LightingEnabled)
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if (GameMain.LightManager.LightingEnabled)
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{
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{
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spriteBatch.Begin(SpriteSortMode.Deferred, Lights.CustomBlendStates.Multiplicative, null, DepthStencilState.None, null, null, null);
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spriteBatch.Begin(SpriteSortMode.Deferred, Lights.CustomBlendStates.Multiplicative, null, DepthStencilState.None, null, null, null);
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@@ -235,7 +233,9 @@ namespace Barotrauma
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, null, null, null);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, null, null, null);
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if (GameMain.LightManager.LosEnabled && Character.Controlled!=null)
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if (GameMain.LightManager.LosEnabled && Character.Controlled!=null)
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{
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{
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spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), new Color(10, 24, 30, 255));
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float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f);
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spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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Color.Lerp(GameMain.LightManager.AmbientLight * 0.5f, Color.Red, r));
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spriteBatch.End();
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spriteBatch.End();
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Hull.renderer.waterEffect.CurrentTechnique = Hull.renderer.waterEffect.Techniques["LosShader"];
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Hull.renderer.waterEffect.CurrentTechnique = Hull.renderer.waterEffect.Techniques["LosShader"];
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Hull.renderer.waterEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.losTexture);
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Hull.renderer.waterEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.losTexture);
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