(ded4a3e0a) v0.9.0.7
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@@ -81,29 +81,33 @@ namespace Barotrauma.Lights
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visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png", preMultiplyAlpha: false);
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highlightRaster = Sprite.LoadTexture("Content/UI/HighlightRaster.png", preMultiplyAlpha: false);
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CreateRenderTargets(graphics);
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GameMain.Instance.OnResolutionChanged += () =>
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{
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CreateRenderTargets(graphics);
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};
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CrossThread.RequestExecutionOnMainThread(() =>
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{
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CreateRenderTargets(graphics);
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#if WINDOWS
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LosEffect = content.Load<Effect>("Effects/losshader");
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SolidColorEffect = content.Load<Effect>("Effects/solidcolor");
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LosEffect = content.Load<Effect>("Effects/losshader");
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SolidColorEffect = content.Load<Effect>("Effects/solidcolor");
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#else
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LosEffect = content.Load<Effect>("Effects/losshader_opengl");
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SolidColorEffect = content.Load<Effect>("Effects/solidcolor_opengl");
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LosEffect = content.Load<Effect>("Effects/losshader_opengl");
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SolidColorEffect = content.Load<Effect>("Effects/solidcolor_opengl");
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#endif
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if (lightEffect == null)
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{
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lightEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
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if (lightEffect == null)
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{
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VertexColorEnabled = true,
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TextureEnabled = true,
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Texture = LightSource.LightTexture
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};
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}
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lightEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
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{
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VertexColorEnabled = true,
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TextureEnabled = true,
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Texture = LightSource.LightTexture
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};
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}
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});
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hullAmbientLights = new Dictionary<Hull, Color>();
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smoothedHullAmbientLights = new Dictionary<Hull, Color>();
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