Merged branch master into combat-mission

This commit is contained in:
juanjp600
2016-10-01 20:10:38 -03:00
21 changed files with 318 additions and 232 deletions

View File

@@ -46,13 +46,13 @@ namespace Barotrauma
#if LINUX
var blurEffect = content.Load<Effect>("blurshader_opengl");
damageEffect = content.Load<Effect>("damageshader_opengl");
#else
var blurEffect = content.Load<Effect>("blurshader");
damageEffect = content.Load<Effect>("damageshader");
#endif
damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
damageEffect = content.Load<Effect>("damageshader");
damageEffect.Parameters["xStencil"].SetValue(damageStencil);
damageEffect.Parameters["aMultiplier"].SetValue(50.0f);
damageEffect.Parameters["cMultiplier"].SetValue(200.0f);
@@ -108,19 +108,16 @@ namespace Barotrauma
GameMain.GameSession.Submarine.ApplyForce(targetMovement * GameMain.GameSession.Submarine.SubBody.Body.Mass * 100.0f);
}
#endif
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
Character.UpdateAll(cam, (float)deltaTime);
Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6);
//Physics.accumulator = Physics.step;
while (Physics.accumulator >= Physics.step)
{
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)Physics.step);
//EventManager.Update(gameTime);
if (Level.Loaded != null) Level.Loaded.Update((float)Physics.step);
Character.UpdateAll(cam, (float)Physics.step);
BackgroundCreatureManager.Update(cam, (float)Physics.step);
GameMain.ParticleManager.Update((float)Physics.step);