Merge branch 'master' of https://github.com/Regalis11/Barotrauma into develop

This commit is contained in:
EvilFactory
2023-12-14 11:56:39 -03:00
376 changed files with 7775 additions and 2879 deletions
@@ -259,8 +259,8 @@ namespace Barotrauma
graphics.BlendState = BlendState.NonPremultiplied;
graphics.SamplerStates[0] = SamplerState.LinearWrap;
Quad.UseBasicEffect(renderTargetBackground);
Quad.Render();
GraphicsQuad.UseBasicEffect(renderTargetBackground);
GraphicsQuad.Render();
//Draw the rest of the structures, characters and front structures
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
@@ -313,8 +313,8 @@ namespace Barotrauma
graphics.BlendState = BlendState.Opaque;
graphics.SamplerStates[0] = SamplerState.LinearWrap;
Quad.UseBasicEffect(renderTarget);
Quad.Render();
GraphicsQuad.UseBasicEffect(renderTarget);
GraphicsQuad.Render();
//draw alpha blended particles that are inside a sub
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
@@ -380,8 +380,8 @@ namespace Barotrauma
graphics.DepthStencilState = DepthStencilState.None;
graphics.SamplerStates[0] = SamplerState.LinearWrap;
graphics.BlendState = CustomBlendStates.Multiplicative;
Quad.UseBasicEffect(GameMain.LightManager.LightMap);
Quad.Render();
GraphicsQuad.UseBasicEffect(GameMain.LightManager.LightMap);
GraphicsQuad.Render();
}
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.None, null, null, cam.Transform);
@@ -390,6 +390,8 @@ namespace Barotrauma
c.DrawFront(spriteBatch, cam);
}
GameMain.LightManager.DebugDrawVertices(spriteBatch);
Level.Loaded?.DrawDebugOverlay(spriteBatch, cam);
if (GameMain.DebugDraw)
{
@@ -438,7 +440,7 @@ namespace Barotrauma
graphics.SamplerStates[0] = SamplerState.PointClamp;
graphics.SamplerStates[1] = SamplerState.PointClamp;
GameMain.LightManager.LosEffect.CurrentTechnique.Passes[0].Apply();
Quad.Render();
GraphicsQuad.Render();
graphics.SamplerStates[0] = SamplerState.LinearWrap;
graphics.SamplerStates[1] = SamplerState.LinearWrap;
}
@@ -506,7 +508,7 @@ namespace Barotrauma
graphics.DepthStencilState = DepthStencilState.None;
if (string.IsNullOrEmpty(postProcessTechnique))
{
Quad.UseBasicEffect(renderTargetFinal);
GraphicsQuad.UseBasicEffect(renderTargetFinal);
}
else
{
@@ -515,7 +517,7 @@ namespace Barotrauma
PostProcessEffect.CurrentTechnique = PostProcessEffect.Techniques[postProcessTechnique];
PostProcessEffect.CurrentTechnique.Passes[0].Apply();
}
Quad.Render();
GraphicsQuad.Render();
if (fadeToBlackState > 0.0f)
{