Build 0.18.4.0
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@@ -943,6 +943,23 @@ namespace Barotrauma
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Timing.Accumulator = 0.0f;
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}
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private void FixRazerCortex()
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{
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#if WINDOWS
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//Razer Cortex's overlay is broken.
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//For whatever reason, it messes up the blendstate and,
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//because MonoGame reasonably assumes that you don't need
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//to touch it if you're setting it to the exact same one
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//you were already using, it doesn't fix Razer's mess.
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//Therefore, we need to change the blendstate TWICE:
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//once to force MonoGame to change it, and then again to
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//use the blendstate we actually want.
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var oldBlendState = GraphicsDevice.BlendState;
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GraphicsDevice.BlendState = oldBlendState == BlendState.Opaque ? BlendState.NonPremultiplied : BlendState.Opaque;
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GraphicsDevice.BlendState = oldBlendState;
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#endif
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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@@ -950,7 +967,9 @@ namespace Barotrauma
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{
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Stopwatch sw = new Stopwatch();
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sw.Start();
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FixRazerCortex();
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double deltaTime = gameTime.ElapsedGameTime.TotalSeconds;
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if (Timing.FrameLimit > 0)
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@@ -1043,7 +1062,7 @@ namespace Barotrauma
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}
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// Update store stock when saving and quitting in an outpost (normally updated when CampaignMode.End() is called)
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if (GameSession?.Campaign is SinglePlayerCampaign spCampaign && Level.IsLoadedOutpost && spCampaign.Map?.CurrentLocation != null && spCampaign.CargoManager != null)
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if (GameSession?.Campaign is SinglePlayerCampaign spCampaign && Level.IsLoadedFriendlyOutpost && spCampaign.Map?.CurrentLocation != null && spCampaign.CargoManager != null)
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{
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spCampaign.Map.CurrentLocation.AddStock(spCampaign.CargoManager.SoldItems);
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spCampaign.CargoManager.ClearSoldItemsProjSpecific();
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