v1.6.17.0 (Unto the Breach update)

This commit is contained in:
Regalis11
2024-10-22 17:29:04 +03:00
parent e74b3cdb17
commit 6e6c17e100
417 changed files with 17166 additions and 5870 deletions
@@ -1,5 +1,4 @@
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
@@ -13,6 +12,7 @@ namespace Barotrauma.Lights
public readonly Submarine Submarine;
public HashSet<ConvexHull> IsHidden = new HashSet<ConvexHull>();
public HashSet<ConvexHull> HasBeenVisible = new HashSet<ConvexHull>();
public readonly List<ConvexHull> List = new List<ConvexHull>();
public ConvexHullList(Submarine submarine)
@@ -174,7 +174,7 @@ namespace Barotrauma.Lights
}
private readonly List<LightSource> activeLights = new List<LightSource>(capacity: 100);
private readonly List<LightSource> activeLightsWithLightVolume = new List<LightSource>(capacity: 100);
private readonly List<LightSource> activeShadowCastingLights = new List<LightSource>(capacity: 100);
public static int ActiveLightCount { get; private set; }
@@ -279,7 +279,7 @@ namespace Barotrauma.Lights
}
//above the top boundary of the level (in an inactive respawn shuttle?)
if (Level.Loaded != null && light.WorldPosition.Y > Level.Loaded.Size.Y) { continue; }
if (Level.IsPositionAboveLevel(light.WorldPosition)) { continue; }
float range = light.LightSourceParams.TextureRange;
if (light.LightSprite != null)
@@ -315,19 +315,20 @@ namespace Barotrauma.Lights
}
//find the lights with an active light volume
activeLightsWithLightVolume.Clear();
activeShadowCastingLights.Clear();
foreach (var activeLight in activeLights)
{
if (!activeLight.CastShadows) { continue; }
if (activeLight.Range < 1.0f || activeLight.Color.A < 1 || activeLight.CurrentBrightness <= 0.0f) { continue; }
activeLightsWithLightVolume.Add(activeLight);
activeShadowCastingLights.Add(activeLight);
}
//remove some lights with a light volume if there's too many of them
if (activeLightsWithLightVolume.Count > GameSettings.CurrentConfig.Graphics.VisibleLightLimit && Screen.Selected is { IsEditor: false })
if (activeShadowCastingLights.Count > GameSettings.CurrentConfig.Graphics.VisibleLightLimit && Screen.Selected is { IsEditor: false })
{
for (int i = GameSettings.CurrentConfig.Graphics.VisibleLightLimit; i < activeLightsWithLightVolume.Count; i++)
for (int i = GameSettings.CurrentConfig.Graphics.VisibleLightLimit; i < activeShadowCastingLights.Count; i++)
{
activeLights.Remove(activeLightsWithLightVolume[i]);
activeLights.Remove(activeShadowCastingLights[i]);
}
}
activeLights.Sort((l1, l2) => l1.LastRecalculationTime.CompareTo(l2.LastRecalculationTime));
@@ -827,7 +828,7 @@ namespace Barotrauma.Lights
public void ClearLights()
{
activeLights.Clear();
activeLightsWithLightVolume.Clear();
activeShadowCastingLights.Clear();
lights.Clear();
}
}
@@ -1,4 +1,4 @@
using Barotrauma.Extensions;
using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
@@ -245,7 +245,7 @@ namespace Barotrauma.Lights
}
set
{
if (!needsRecalculation && value)
if (value)
{
foreach (ConvexHullList chList in convexHullsInRange)
{
@@ -550,7 +550,6 @@ namespace Barotrauma.Lights
chList.List.Clear();
foreach (var convexHull in fullChList.List)
{
if (!convexHull.Enabled) { continue; }
if (!MathUtils.CircleIntersectsRectangle(lightPos, TextureRange, convexHull.BoundingBox)) { continue; }
if (lightSourceParams.Directional)
{
@@ -572,6 +571,7 @@ namespace Barotrauma.Lights
chList.List.Add(convexHull);
}
chList.IsHidden.RemoveWhere(ch => !chList.List.Contains(ch));
chList.HasBeenVisible.RemoveWhere(ch => !chList.List.Contains(ch));
HullsUpToDate.Add(sub);
}
@@ -604,7 +604,8 @@ namespace Barotrauma.Lights
foreach (var ch in chList.List)
{
if (ch.LastVertexChangeTime > LastRecalculationTime && !chList.IsHidden.Contains(ch))
if (ch.LastVertexChangeTime > LastRecalculationTime &&
(!chList.IsHidden.Contains(ch) || chList.HasBeenVisible.Contains(ch)))
{
NeedsRecalculation = true;
break;
@@ -712,8 +713,8 @@ namespace Barotrauma.Lights
{
foreach (ConvexHull hull in chList.List)
{
if (hull.IsInvalid) { continue; }
if (!chList.IsHidden.Contains(hull))
if (hull.IsInvalid || !hull.Enabled) { continue; }
if (!chList.IsHidden.Contains(hull) || chList.HasBeenVisible.Contains(hull))
{
//find convexhull segments that are close enough and facing towards the light source
lock (mutex)
@@ -732,7 +733,17 @@ namespace Barotrauma.Lights
}
foreach (ConvexHull hull in chList.List)
{
chList.IsHidden.Add(hull);
if (!hull.Enabled)
{
//if the hull is not enabled, we cannot determine if it's visible or hidden from the point of view of the light source
//so let's not mark it as hidden, but instead consider it as something that has been visible, so we know to recalculate if/when it becomes enabled again
chList.IsHidden.Remove(hull);
chList.HasBeenVisible.Add(hull);
continue;
}
//mark convex hulls as hidden at this point, they're removed if we find any of the segments to be visible
chList.IsHidden.Add(hull);
}
}
@@ -1411,14 +1422,7 @@ namespace Barotrauma.Lights
{
if (conditionals.None()) { return; }
if (conditionalTarget == null) { return; }
if (logicalOperator == PropertyConditional.LogicalOperatorType.And)
{
Enabled = conditionals.All(c => c.Matches(conditionalTarget));
}
else
{
Enabled = conditionals.Any(c => c.Matches(conditionalTarget));
}
Enabled = PropertyConditional.CheckConditionals(conditionalTarget, conditionals, logicalOperator);
}
public void DebugDrawVertices(SpriteBatch spriteBatch)
@@ -1501,6 +1505,7 @@ namespace Barotrauma.Lights
foreach (var convexHullList in convexHullsInRange)
{
convexHullList.IsHidden.Remove(visibleConvexHull);
convexHullList.HasBeenVisible.Add(visibleConvexHull);
}
}