Build 0.18.5.0
This commit is contained in:
@@ -126,7 +126,7 @@ namespace Barotrauma
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DrawMap(graphics, spriteBatch, deltaTime);
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("DrawMap", sw.ElapsedTicks);
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map", sw.ElapsedTicks);
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sw.Restart();
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spriteBatch.Begin(SpriteSortMode.Deferred, null, GUI.SamplerState, null, GameMain.ScissorTestEnable);
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@@ -165,7 +165,7 @@ namespace Barotrauma
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spriteBatch.End();
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("DrawHUD", sw.ElapsedTicks);
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:HUD", sw.ElapsedTicks);
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sw.Restart();
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}
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@@ -178,6 +178,9 @@ namespace Barotrauma
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GameMain.ParticleManager.UpdateTransforms();
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Stopwatch sw = new Stopwatch();
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sw.Start();
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GameMain.LightManager.ObstructVision =
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Character.Controlled != null &&
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Character.Controlled.ObstructVision &&
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@@ -185,6 +188,10 @@ namespace Barotrauma
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GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled?.CursorWorldPosition ?? Vector2.Zero);
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:LOS", sw.ElapsedTicks);
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sw.Restart();
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//------------------------------------------------------------------------
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graphics.SetRenderTarget(renderTarget);
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graphics.Clear(Color.Transparent);
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@@ -196,9 +203,17 @@ namespace Barotrauma
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Submarine.DrawPaintedColors(spriteBatch, false);
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spriteBatch.End();
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:BackStructures", sw.ElapsedTicks);
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sw.Restart();
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graphics.SetRenderTarget(null);
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GameMain.LightManager.RenderLightMap(graphics, spriteBatch, cam, renderTarget);
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:Lighting", sw.ElapsedTicks);
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sw.Restart();
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//------------------------------------------------------------------------
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graphics.SetRenderTarget(renderTargetBackground);
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if (Level.Loaded == null)
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@@ -228,6 +243,10 @@ namespace Barotrauma
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:BackLevel", sw.ElapsedTicks);
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sw.Restart();
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//----------------------------------------------------------------------------
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//Start drawing to the normal render target (stuff that can't be seen through the LOS effect)
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@@ -248,6 +267,10 @@ namespace Barotrauma
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}
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spriteBatch.End();
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:BackCharactersItems", sw.ElapsedTicks);
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sw.Restart();
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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DrawDeformed(firstPass: true);
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DrawDeformed(firstPass: false);
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@@ -266,8 +289,16 @@ namespace Barotrauma
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}
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}
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:DeformableCharacters", sw.ElapsedTicks);
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sw.Restart();
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Level.Loaded?.DrawFront(spriteBatch, cam);
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontLevel", sw.ElapsedTicks);
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sw.Restart();
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//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
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graphics.SetRenderTarget(renderTargetWater);
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@@ -302,6 +333,10 @@ namespace Barotrauma
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WaterRenderer.Instance.RenderAir(graphics, cam, renderTarget, Cam.ShaderTransform);
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graphics.DepthStencilState = DepthStencilState.None;
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontParticles", sw.ElapsedTicks);
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sw.Restart();
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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.NonPremultiplied, SamplerState.LinearWrap,
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null, null,
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@@ -310,10 +345,18 @@ namespace Barotrauma
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Submarine.DrawDamageable(spriteBatch, damageEffect, false);
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spriteBatch.End();
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontDamageable", sw.ElapsedTicks);
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sw.Restart();
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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Submarine.DrawFront(spriteBatch, false, null);
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spriteBatch.End();
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontStructuresItems", sw.ElapsedTicks);
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sw.Restart();
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//draw additive particles that are inside a sub
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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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@@ -349,6 +392,10 @@ namespace Barotrauma
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}
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spriteBatch.End();
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontMisc", sw.ElapsedTicks);
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sw.Restart();
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if (GameMain.LightManager.LosEnabled && GameMain.LightManager.LosMode != LosMode.None && Lights.LightManager.ViewTarget != null)
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{
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GameMain.LightManager.LosEffect.CurrentTechnique = GameMain.LightManager.LosEffect.Techniques["LosShader"];
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@@ -457,6 +504,10 @@ namespace Barotrauma
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GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Lerp(Color.TransparentBlack, Color.Black, fadeToBlackState), isFilled: true);
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spriteBatch.End();
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}
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:PostProcess", sw.ElapsedTicks);
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sw.Restart();
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}
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partial void UpdateProjSpecific(double deltaTime)
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