Release 1.11.4.1 (Winter Update)

This commit is contained in:
Markus Isberg
2025-12-08 14:56:47 +00:00
parent 21e34e5cd8
commit 598966f200
121 changed files with 1614 additions and 819 deletions
@@ -234,15 +234,7 @@ namespace Barotrauma
WaterRenderer.Instance?.ScrollWater(waterParticleVelocity, deltaTime);
if (level.GenerationParams.WaterParticles != null)
{
Vector2 waterTextureSize = level.GenerationParams.WaterParticles.size * level.GenerationParams.WaterParticleScale;
waterParticleOffset += new Vector2(waterParticleVelocity.X, -waterParticleVelocity.Y) * level.GenerationParams.WaterParticleScale * deltaTime;
while (waterParticleOffset.X <= -waterTextureSize.X) { waterParticleOffset.X += waterTextureSize.X; }
while (waterParticleOffset.X >= waterTextureSize.X){ waterParticleOffset.X -= waterTextureSize.X; }
while (waterParticleOffset.Y <= -waterTextureSize.Y) { waterParticleOffset.Y += waterTextureSize.Y; }
while (waterParticleOffset.Y >= waterTextureSize.Y) { waterParticleOffset.Y -= waterTextureSize.Y; }
}
level.GenerationParams.UpdateWaterParticleOffset(ref waterParticleOffset, waterParticleVelocity, deltaTime);
}
public static VertexPositionColorTexture[] GetColoredVertices(VertexPositionTexture[] vertices, Color color)
@@ -274,36 +266,7 @@ namespace Barotrauma
ParticleManager particleManager = null)
{
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap);
Vector2 backgroundPos = cam.WorldViewCenter;
backgroundPos.Y = -backgroundPos.Y;
backgroundPos *= 0.05f;
if (level.GenerationParams.BackgroundTopSprite != null)
{
int backgroundSize = (int)level.GenerationParams.BackgroundTopSprite.size.Y;
if (backgroundPos.Y < backgroundSize)
{
if (backgroundPos.Y < 0)
{
var backgroundTop = level.GenerationParams.BackgroundTopSprite;
backgroundTop.SourceRect = new Rectangle((int)backgroundPos.X, (int)backgroundPos.Y, backgroundSize, (int)Math.Min(-backgroundPos.Y, backgroundSize));
backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)),
color: level.BackgroundTextureColor);
}
if (-backgroundPos.Y < GameMain.GraphicsHeight && level.GenerationParams.BackgroundSprite != null)
{
var background = level.GenerationParams.BackgroundSprite;
background.SourceRect = new Rectangle((int)backgroundPos.X, (int)Math.Max(backgroundPos.Y, 0), backgroundSize, backgroundSize);
background.DrawTiled(spriteBatch,
(backgroundPos.Y < 0) ? new Vector2(0.0f, (int)-backgroundPos.Y) : Vector2.Zero,
new Vector2(GameMain.GraphicsWidth, (int)Math.Min(Math.Ceiling(backgroundSize - backgroundPos.Y), backgroundSize)),
color: level.BackgroundTextureColor);
}
}
}
level.GenerationParams.DrawBackgrounds(spriteBatch, cam);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred,
@@ -317,42 +280,7 @@ namespace Barotrauma
backgroundCreatureManager?.Draw(spriteBatch, cam);
}
if (level.GenerationParams.WaterParticles != null && cam.Zoom > 0.05f)
{
float textureScale = level.GenerationParams.WaterParticleScale;
Rectangle srcRect = new Rectangle(0, 0, 2048, 2048);
Vector2 origin = new Vector2(cam.WorldView.X, -cam.WorldView.Y);
Vector2 offset = -origin + waterParticleOffset;
while (offset.X <= -srcRect.Width * textureScale) offset.X += srcRect.Width * textureScale;
while (offset.X > 0.0f) offset.X -= srcRect.Width * textureScale;
while (offset.Y <= -srcRect.Height * textureScale) offset.Y += srcRect.Height * textureScale;
while (offset.Y > 0.0f) offset.Y -= srcRect.Height * textureScale;
for (int i = 0; i < 4; i++)
{
float scale = (1.0f - i * 0.2f);
//alpha goes from 1.0 to 0.0 when scale is in the range of 0.1 - 0.05
float alpha = (cam.Zoom * scale) < 0.1f ? (cam.Zoom * scale - 0.05f) * 20.0f : 1.0f;
if (alpha <= 0.0f) continue;
Vector2 offsetS = offset * scale
+ new Vector2(cam.WorldView.Width, cam.WorldView.Height) * (1.0f - scale) * 0.5f
- new Vector2(256.0f * i);
float texScale = scale * textureScale;
while (offsetS.X <= -srcRect.Width * texScale) offsetS.X += srcRect.Width * texScale;
while (offsetS.X > 0.0f) offsetS.X -= srcRect.Width * texScale;
while (offsetS.Y <= -srcRect.Height * texScale) offsetS.Y += srcRect.Height * texScale;
while (offsetS.Y > 0.0f) offsetS.Y -= srcRect.Height * texScale;
level.GenerationParams.WaterParticles.DrawTiled(
spriteBatch, origin + offsetS,
new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y),
color: level.GenerationParams.WaterParticleColor * alpha, textureScale: new Vector2(texScale));
}
}
level.GenerationParams.DrawWaterParticles(spriteBatch, cam, waterParticleOffset);
GameMain.ParticleManager?.Draw(spriteBatch, inWater: true, inSub: false, ParticleBlendState.AlphaBlend, background: true);