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commit 409d4d96ead69028a164274637d23e350acb73fb Merge: 95169f539 26e89c63d Author: EdusFF <pitkanen.eetu@gmail.com> Date: Mon Mar 11 15:13:27 2019 +0200 Merge branch 'dev' of github.com:Regalis11/Barotrauma into dev commit 95169f53937f9a7e168a884171eaa21ae7f08023 Author: EdusFF <pitkanen.eetu@gmail.com> Date: Mon Mar 11 15:13:11 2019 +0200 Modified: ServerMessage structure to allow _ ; in player & submarine names commit 26e89c63dc8da771aea9f09978a630a6cff60a6f Merge: b7646d06d fb0b821bc Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:42:44 2019 +0200 Merge branch 'kuraiookami-logicExpantion' into dev # Conflicts: # Barotrauma/BarotraumaShared/SharedContent.projitems commit fb0b821bc97891cdeec8f2c740a12119696393ea Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:41:21 2019 +0200 Use invariant culture when parsing floats or converting them to strings in signal components commit f0c8afba934b41358cf5d59a22b87caf33f98a61 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:00:44 2019 +0200 Update new signal components to use identifiers & added names and descriptions to the text file, use invariant culture in equalscomponent, memorycomponent doesn't require the signals to be floats commit 674d9ec804fc4770b602d4b09240b08cafc8ccec Merge: 3ea33fb54 242e2429f Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 12:01:27 2019 +0200 Merge branch 'logicExpantion' of https://github.com/kuraiookami/Barotrauma into kuraiookami-logicExpantion # Conflicts: # Barotrauma/BarotraumaShared/BarotraumaShared.projitems # Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml # Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml # Barotrauma/BarotraumaShared/Source/Items/Components/Power/PowerContainer.cs # Barotrauma/BarotraumaShared/Source/Items/Components/Signal/AdderComponent.cs commit b7646d06d53fb05227276e6286d0e15da5dc9080 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:37:33 2019 +0200 Re-enabled multiplayer campaign commit cf7258f6410a5995c881ec6e95eb9def5cd90ad4 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:28:48 2019 +0200 Fixed item interfaces getting repositioned every frame when the editing HUD is open. Closes #1212 commit e8906239c779cf71de694bc65c81058e5cae16ef Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:12:05 2019 +0200 Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device. Closes #1262 commit a30f47fbe47fde4fccb0453c1773a76d730d226b Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Mar 10 19:04:59 2019 +0200 Disable audio instead of crashing if no audio device is found. Closes #1214 commit 242e2429fd2c3ed199ac26b55e2cbdc8636e73f9 Author: Darkwolf <Darkwolf0101@gmail.com> Date: Mon Jan 21 21:26:57 2019 -0600 Expansion of Barotrauma's logic system. Changed: - AdderComponent and children can clamp their output - Powercontainer signals for charge,charge% and charge rate Added: - ColorComponent: Dynamic signals for light set_color inputs - MemoryComponent: Stores and sends a signal that is edge latched - DivideComponent: Standard division - MultiplyComponent: Standard multiplication - SubtractComponent: Standard subtraction - XorComponent: Exclusive or - EqualsComponent: Equals comparison - GreaterComponent: Greater than comparison
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUI.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUIButton.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUICanvas.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUIComponent.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUICustomComponent.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUIDropDown.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUIFrame.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUIImage.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUILayoutGroup.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUIListBox.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUIMessage.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUIMessageBox.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUINumberInput.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUIProgressBar.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUIRadioButtonGroup.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUIScrollBar.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUIStyle.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUITextBlock.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUITextBox.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\GUITickBox.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\HUDLayoutSettings.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\LoadingScreen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\ParamsEditor.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\RectTransform.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\ShapeExtensions.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\SpriteSheetPlayer.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\UISprite.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\Widget.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\CharacterInventory.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Door.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\ElectricalDischarger.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\ItemComponent.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\ItemContainer.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\ItemLabel.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\LevelResource.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\LightComponent.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Controller.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Deconstructor.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Engine.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Fabricator.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\MiniMap.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Pump.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Reactor.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Sonar.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Steering.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Power\PowerContainer.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Power\Powered.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Power\PowerTransfer.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Repairable.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\RepairTool.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Signal\Connection.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Signal\ConnectionPanel.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Signal\CustomInterface.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Signal\MotionSensor.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Signal\WifiComponent.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Signal\Wire.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\StatusHUD.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Turret.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\DockingPort.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Inventory.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Item.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\ItemInventory.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\ItemPrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Rope.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Explosion.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\FireSource.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Gap.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Hull.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\ItemAssemblyPrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\BackgroundCreatures\BackgroundCreature.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\BackgroundCreatures\BackgroundCreatureManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\BackgroundCreatures\BackgroundCreaturePrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\CaveGenerator.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\Level.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\LevelObjects\LevelObject.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\LevelObjects\LevelObjectManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\LevelObjects\LevelObjectPrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\LevelObjects\LevelTrigger.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\LevelRenderer.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\LevelWall.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\Ruins\RuinGenerator.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\WaterRenderer.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Lights\ConvexHull.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Lights\LightManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Lights\LightSource.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\LinkedSubmarine.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\MapEntity.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\MapEntityPrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Map\Location.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Map\Map.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Structure.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\StructurePrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Submarine.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\SubmarineBody.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\WayPoint.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Media\Video.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\BanList.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\ChatMessage.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\Client.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\EntitySpawner.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\FileTransfer\FileReceiver.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\GameClient.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetEntityEvent\ClientEntityEventManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetEntityEvent\NetEntityEvent.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetStats.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\OrderChatMessage.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\RespawnManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\ServerInfo.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\ServerLog.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\ServerSettings.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\SteamManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\Voip\VoipCapture.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\Voip\VoipClient.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\Voip\VoipConfig.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\Voting.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\WhiteList.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Particles\Decal.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Particles\DecalManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Particles\DecalPrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Particles\Particle.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Particles\ParticleEmitter.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Particles\ParticleManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Particles\ParticlePrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Physics\PhysicsBody.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\PlayerInput.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Program.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\BlurEffect.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\CampaignSetupUI.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\CampaignUI.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\CharacterEditorScreen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\GameScreen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\LevelEditorScreen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\LobbyScreen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\MainMenuScreen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\NetLobbyScreen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\ParticleEditorScreen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\Screen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\ServerListScreen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\SpriteEditorScreen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\SteamWorkshopScreen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\SubEditorScreen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Serialization\SerializableEntityEditor.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sounds\OggSound.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sounds\Sound.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sounds\SoundChannel.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sounds\SoundFilters.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sounds\SoundManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sounds\SoundPlayer.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sounds\VideoSound.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sounds\VoipSound.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\DeformableSprite.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\DeformAnimations\CustomDeformation.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\DeformAnimations\Inflate.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\DeformAnimations\JointBendDeformation.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\DeformAnimations\NoiseDeformation.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\DeformAnimations\PositionalDeformation.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\DeformAnimations\SpriteDeformation.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\Sprite.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\SpriteSheet.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\MathUtils.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\TextureLoader.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\ToolBox.cs" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
14
Barotrauma/BarotraumaClient/ClientCode.shproj
Normal file
14
Barotrauma/BarotraumaClient/ClientCode.shproj
Normal file
@@ -0,0 +1,14 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>51aff563-4982-474d-a92f-50b06db05b3d</ProjectGuid>
|
||||
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
|
||||
<ReleaseVersion>0.9.0.0</ReleaseVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.Default.props" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.props" />
|
||||
<PropertyGroup />
|
||||
<Import Project="ClientCode.projitems" Label="Shared" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.CSharp.targets" />
|
||||
</Project>
|
||||
51
Barotrauma/BarotraumaClient/Content/Content.mgcb
Normal file
51
Barotrauma/BarotraumaClient/Content/Content.mgcb
Normal file
@@ -0,0 +1,51 @@
|
||||
|
||||
#----------------------------- Global Properties ----------------------------#
|
||||
|
||||
/outputDir:bin/$(Platform)
|
||||
/intermediateDir:obj/$(Platform)
|
||||
/platform:Windows
|
||||
/config:
|
||||
/profile:Reach
|
||||
/compress:False
|
||||
|
||||
#-------------------------------- References --------------------------------#
|
||||
|
||||
|
||||
#---------------------------------- Content ---------------------------------#
|
||||
|
||||
#begin Effects/blurshader.fx
|
||||
/importer:EffectImporter
|
||||
/processor:EffectProcessor
|
||||
/processorParam:DebugMode=Auto
|
||||
/build:Effects/blurshader.fx
|
||||
|
||||
#begin Effects/damageshader.fx
|
||||
/importer:EffectImporter
|
||||
/processor:EffectProcessor
|
||||
/processorParam:DebugMode=Auto
|
||||
/build:Effects/damageshader.fx
|
||||
|
||||
#begin Effects/deformshader.fx
|
||||
/importer:EffectImporter
|
||||
/processor:EffectProcessor
|
||||
/processorParam:DebugMode=Auto
|
||||
/build:Effects/deformshader.fx
|
||||
|
||||
#begin Effects/losshader.fx
|
||||
/importer:EffectImporter
|
||||
/processor:EffectProcessor
|
||||
/processorParam:DebugMode=Auto
|
||||
/build:Effects/losshader.fx
|
||||
|
||||
#begin Effects/postprocess.fx
|
||||
/importer:EffectImporter
|
||||
/processor:EffectProcessor
|
||||
/processorParam:DebugMode=Auto
|
||||
/build:Effects/postprocess.fx
|
||||
|
||||
#begin Effects/watershader.fx
|
||||
/importer:EffectImporter
|
||||
/processor:EffectProcessor
|
||||
/processorParam:DebugMode=Auto
|
||||
/build:Effects/watershader.fx
|
||||
|
||||
51
Barotrauma/BarotraumaClient/Content/Content_opengl.mgcb
Normal file
51
Barotrauma/BarotraumaClient/Content/Content_opengl.mgcb
Normal file
@@ -0,0 +1,51 @@
|
||||
|
||||
#----------------------------- Global Properties ----------------------------#
|
||||
|
||||
/outputDir:bin/$(Platform)
|
||||
/intermediateDir:obj/$(Platform)
|
||||
/platform:DesktopGL
|
||||
/config:
|
||||
/profile:Reach
|
||||
/compress:False
|
||||
|
||||
#-------------------------------- References --------------------------------#
|
||||
|
||||
|
||||
#---------------------------------- Content ---------------------------------#
|
||||
|
||||
#begin Effects/blurshader_opengl.fx
|
||||
/importer:EffectImporter
|
||||
/processor:EffectProcessor
|
||||
/processorParam:DebugMode=Auto
|
||||
/build:Effects/blurshader_opengl.fx
|
||||
|
||||
#begin Effects/damageshader_opengl.fx
|
||||
/importer:EffectImporter
|
||||
/processor:EffectProcessor
|
||||
/processorParam:DebugMode=Auto
|
||||
/build:Effects/damageshader_opengl.fx
|
||||
|
||||
#begin Effects/deformshader_opengl.fx
|
||||
/importer:EffectImporter
|
||||
/processor:EffectProcessor
|
||||
/processorParam:DebugMode=Auto
|
||||
/build:Effects/deformshader_opengl.fx
|
||||
|
||||
#begin Effects/losshader_opengl.fx
|
||||
/importer:EffectImporter
|
||||
/processor:EffectProcessor
|
||||
/processorParam:DebugMode=Auto
|
||||
/build:Effects/losshader_opengl.fx
|
||||
|
||||
#begin Effects/postprocess_opengl.fx
|
||||
/importer:EffectImporter
|
||||
/processor:EffectProcessor
|
||||
/processorParam:DebugMode=Auto
|
||||
/build:Effects/postprocess_opengl.fx
|
||||
|
||||
#begin Effects/watershader_opengl.fx
|
||||
/importer:EffectImporter
|
||||
/processor:EffectProcessor
|
||||
/processorParam:DebugMode=Auto
|
||||
/build:Effects/watershader_opengl.fx
|
||||
|
||||
33
Barotrauma/BarotraumaClient/Content/Effects/blurshader.fx
Normal file
33
Barotrauma/BarotraumaClient/Content/Effects/blurshader.fx
Normal file
@@ -0,0 +1,33 @@
|
||||
// Pixel shader applies a one dimensional gaussian blur filter.
|
||||
// This is used twice by the bloom postprocess, first to
|
||||
// blur horizontally, and then again to blur vertically.
|
||||
|
||||
sampler TextureSampler : register(s0);
|
||||
|
||||
#define SAMPLE_COUNT 15
|
||||
|
||||
float2 SampleOffsets[SAMPLE_COUNT];
|
||||
float SampleWeights[SAMPLE_COUNT];
|
||||
|
||||
|
||||
float4 PixelShaderF(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 c = 0;
|
||||
|
||||
// Combine a number of weighted image filter taps.
|
||||
for (int i = 0; i < SAMPLE_COUNT; i++)
|
||||
{
|
||||
c += tex2D(TextureSampler, texCoord + SampleOffsets[i]) * SampleWeights[i];
|
||||
}
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
|
||||
technique GaussianBlur
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_4_0_level_9_1 PixelShaderF();
|
||||
}
|
||||
}
|
||||
BIN
Barotrauma/BarotraumaClient/Content/Effects/blurshader.xnb
Normal file
BIN
Barotrauma/BarotraumaClient/Content/Effects/blurshader.xnb
Normal file
Binary file not shown.
@@ -0,0 +1,33 @@
|
||||
// Pixel shader applies a one dimensional gaussian blur filter.
|
||||
// This is used twice by the bloom postprocess, first to
|
||||
// blur horizontally, and then again to blur vertically.
|
||||
|
||||
sampler TextureSampler : register(s0);
|
||||
|
||||
#define SAMPLE_COUNT 15
|
||||
|
||||
float2 SampleOffsets[SAMPLE_COUNT];
|
||||
float SampleWeights[SAMPLE_COUNT];
|
||||
|
||||
|
||||
float4 PixelShaderF(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 c = 0;
|
||||
|
||||
// Combine a number of weighted image filter taps.
|
||||
for (int i = 0; i < SAMPLE_COUNT; i++)
|
||||
{
|
||||
c += tex2D(TextureSampler, texCoord + SampleOffsets[i]) * SampleWeights[i];
|
||||
}
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
|
||||
technique GaussianBlur
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_2_0 PixelShaderF();
|
||||
}
|
||||
}
|
||||
Binary file not shown.
39
Barotrauma/BarotraumaClient/Content/Effects/damageshader.fx
Normal file
39
Barotrauma/BarotraumaClient/Content/Effects/damageshader.fx
Normal file
@@ -0,0 +1,39 @@
|
||||
|
||||
Texture2D xTexture;
|
||||
sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
|
||||
|
||||
Texture2D xStencil;
|
||||
sampler StencilSampler = sampler_state { Texture = <xStencil>; };
|
||||
|
||||
float4 inColor;
|
||||
|
||||
float aCutoff;
|
||||
float aMultiplier;
|
||||
|
||||
float cCutoff;
|
||||
float cMultiplier;
|
||||
|
||||
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 c = xTexture.Sample(TextureSampler, texCoord) * inColor;
|
||||
|
||||
float4 stencilColor = xStencil.Sample(StencilSampler, texCoord);
|
||||
|
||||
float aDiff = stencilColor.a - aCutoff;
|
||||
|
||||
clip(aDiff);
|
||||
|
||||
float cDiff = stencilColor.a - cCutoff;
|
||||
|
||||
return float4(
|
||||
lerp(stencilColor.rgb, c.rgb, clamp(cDiff * cMultiplier, 0.0f, 1.0f)),
|
||||
min(aDiff * aMultiplier, c.a));
|
||||
}
|
||||
|
||||
technique StencilShader
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_4_0_level_9_1 main();
|
||||
}
|
||||
}
|
||||
BIN
Barotrauma/BarotraumaClient/Content/Effects/damageshader.xnb
Normal file
BIN
Barotrauma/BarotraumaClient/Content/Effects/damageshader.xnb
Normal file
Binary file not shown.
@@ -0,0 +1,39 @@
|
||||
|
||||
Texture xTexture;
|
||||
sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
|
||||
|
||||
Texture xStencil;
|
||||
sampler StencilSampler = sampler_state { Texture = <xStencil>; };
|
||||
|
||||
float4 inColor;
|
||||
|
||||
float aCutoff;
|
||||
float aMultiplier;
|
||||
|
||||
float cCutoff;
|
||||
float cMultiplier;
|
||||
|
||||
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 c = tex2D(TextureSampler, texCoord) * inColor;
|
||||
|
||||
float4 stencilColor = tex2D(StencilSampler, texCoord);
|
||||
|
||||
float aDiff = stencilColor.a - aCutoff;
|
||||
|
||||
clip(aDiff);
|
||||
|
||||
float cDiff = stencilColor.a - cCutoff;
|
||||
|
||||
return float4(
|
||||
lerp(stencilColor.rgb, c.rgb, clamp(cDiff * cMultiplier, 0.0f, 1.0f)),
|
||||
min(aDiff * aMultiplier, c.a));
|
||||
}
|
||||
|
||||
technique StencilShader
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_2_0 main();
|
||||
}
|
||||
}
|
||||
Binary file not shown.
84
Barotrauma/BarotraumaClient/Content/Effects/deformshader.fx
Normal file
84
Barotrauma/BarotraumaClient/Content/Effects/deformshader.fx
Normal file
@@ -0,0 +1,84 @@
|
||||
Texture2D xTexture;
|
||||
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
|
||||
|
||||
float4x4 xTransform;
|
||||
|
||||
const int MaxDeformResolution = 15 * 15;
|
||||
|
||||
float2 deformArray[15 * 15];
|
||||
|
||||
int deformArrayWidth;
|
||||
int deformArrayHeight;
|
||||
|
||||
float2 uvTopLeft;
|
||||
float2 uvBottomRight;
|
||||
|
||||
float4 tintColor;
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float4 Color : COLOR0;
|
||||
float2 TexCoords: TEXCOORD0;
|
||||
};
|
||||
|
||||
struct VertexShaderOutput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float4 Color : COLOR0;
|
||||
float2 TexCoords: TEXCOORD0;
|
||||
};
|
||||
|
||||
VertexShaderOutput mainVS(in VertexShaderInput input)
|
||||
{
|
||||
VertexShaderOutput output = (VertexShaderOutput)0;
|
||||
|
||||
float2 normalizedUv = (input.TexCoords - uvTopLeft) / (uvBottomRight - uvTopLeft);
|
||||
|
||||
int2 deformIndexTopLeft =
|
||||
{
|
||||
min(floor(normalizedUv.x * (deformArrayWidth - 1)), deformArrayWidth - 1),
|
||||
min(floor(normalizedUv.y * (deformArrayHeight - 1)), deformArrayHeight - 1)
|
||||
};
|
||||
int2 deformIndexBottomRight =
|
||||
{
|
||||
min(deformIndexTopLeft.x + 1, deformArrayWidth - 1),
|
||||
min(deformIndexTopLeft.y + 1, deformArrayHeight - 1)
|
||||
};
|
||||
|
||||
float2 deformTopLeft = deformArray[deformIndexTopLeft.x + deformIndexTopLeft.y * deformArrayWidth];
|
||||
float2 deformTopRight = deformArray[deformIndexBottomRight.x + deformIndexTopLeft.y * deformArrayWidth];
|
||||
float2 deformBottomLeft = deformArray[deformIndexTopLeft.x + deformIndexBottomRight.y * deformArrayWidth];
|
||||
float2 deformBottomRight = deformArray[deformIndexBottomRight.x + deformIndexBottomRight.y * deformArrayWidth];
|
||||
|
||||
float divX = 1.0 / (deformArrayWidth - 1);
|
||||
float divY = 1.0 / (deformArrayHeight - 1);
|
||||
|
||||
float2 vertexOffset =
|
||||
{
|
||||
lerp(
|
||||
lerp(deformTopLeft, deformTopRight, (normalizedUv.x % divX) / divX),
|
||||
lerp(deformBottomLeft, deformBottomRight, (normalizedUv.x % divX) / divX),
|
||||
(normalizedUv.y % divY) / divY)
|
||||
};
|
||||
|
||||
output.Position = mul(input.Position + float4(vertexOffset, 0, 0), xTransform);
|
||||
output.Color = input.Color * tintColor;
|
||||
output.TexCoords = input.TexCoords;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 mainPS(VertexShaderOutput input) : COLOR
|
||||
{
|
||||
return xTexture.Sample(TextureSampler, input.TexCoords) * input.Color;
|
||||
}
|
||||
|
||||
technique DeformShader
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
VertexShader = compile vs_4_0_level_9_1 mainVS();
|
||||
PixelShader = compile ps_4_0_level_9_1 mainPS();
|
||||
}
|
||||
}
|
||||
BIN
Barotrauma/BarotraumaClient/Content/Effects/deformshader.xnb
Normal file
BIN
Barotrauma/BarotraumaClient/Content/Effects/deformshader.xnb
Normal file
Binary file not shown.
@@ -0,0 +1,84 @@
|
||||
Texture2D xTexture;
|
||||
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
|
||||
|
||||
float4x4 xTransform;
|
||||
|
||||
static const int MaxDeformResolution = 15 * 15;
|
||||
|
||||
float2 deformArray[15 * 15];
|
||||
|
||||
int deformArrayWidth;
|
||||
int deformArrayHeight;
|
||||
|
||||
float2 uvTopLeft;
|
||||
float2 uvBottomRight;
|
||||
|
||||
float4 tintColor;
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float4 Color : COLOR0;
|
||||
float2 TexCoords: TEXCOORD0;
|
||||
};
|
||||
|
||||
struct VertexShaderOutput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float4 Color : COLOR0;
|
||||
float2 TexCoords: TEXCOORD0;
|
||||
};
|
||||
|
||||
VertexShaderOutput mainVS(in VertexShaderInput input)
|
||||
{
|
||||
VertexShaderOutput output = (VertexShaderOutput)0;
|
||||
|
||||
float2 normalizedUv = (input.TexCoords - uvTopLeft) / (uvBottomRight - uvTopLeft);
|
||||
|
||||
int2 deformIndexTopLeft =
|
||||
{
|
||||
min(floor(normalizedUv.x * (deformArrayWidth - 1)), deformArrayWidth - 1),
|
||||
min(floor(normalizedUv.y * (deformArrayHeight - 1)), deformArrayHeight - 1)
|
||||
};
|
||||
int2 deformIndexBottomRight =
|
||||
{
|
||||
min(deformIndexTopLeft.x + 1, deformArrayWidth - 1),
|
||||
min(deformIndexTopLeft.y + 1, deformArrayHeight - 1)
|
||||
};
|
||||
|
||||
float2 deformTopLeft = deformArray[deformIndexTopLeft.x + deformIndexTopLeft.y * deformArrayWidth];
|
||||
float2 deformTopRight = deformArray[deformIndexBottomRight.x + deformIndexTopLeft.y * deformArrayWidth];
|
||||
float2 deformBottomLeft = deformArray[deformIndexTopLeft.x + deformIndexBottomRight.y * deformArrayWidth];
|
||||
float2 deformBottomRight = deformArray[deformIndexBottomRight.x + deformIndexBottomRight.y * deformArrayWidth];
|
||||
|
||||
float divX = 1.0 / deformArrayWidth;
|
||||
float divY = 1.0 / deformArrayHeight;
|
||||
|
||||
float2 vertexOffset =
|
||||
{
|
||||
lerp(
|
||||
lerp(deformTopLeft, deformTopRight, (normalizedUv.x % divX) / divX),
|
||||
lerp(deformBottomLeft, deformBottomRight, (normalizedUv.x % divX) / divX),
|
||||
(normalizedUv.y % divY) / divY)
|
||||
};
|
||||
|
||||
output.Position = mul(input.Position + float4(vertexOffset, 0, 0), xTransform);
|
||||
output.Color = input.Color * tintColor;
|
||||
output.TexCoords = input.TexCoords;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 mainPS(VertexShaderOutput input) : COLOR
|
||||
{
|
||||
return xTexture.Sample(TextureSampler, input.TexCoords) * input.Color;
|
||||
}
|
||||
|
||||
technique DeformShader
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
VertexShader = compile vs_3_0 mainVS();
|
||||
PixelShader = compile ps_3_0 mainPS();
|
||||
}
|
||||
}
|
||||
Binary file not shown.
30
Barotrauma/BarotraumaClient/Content/Effects/losshader.fx
Normal file
30
Barotrauma/BarotraumaClient/Content/Effects/losshader.fx
Normal file
@@ -0,0 +1,30 @@
|
||||
|
||||
Texture2D xTexture;
|
||||
sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
|
||||
|
||||
Texture2D xLosTexture;
|
||||
sampler LosSampler = sampler_state { Texture = <xLosTexture>; };
|
||||
|
||||
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 sampleColor = xTexture.Sample(TextureSampler, texCoord);
|
||||
float4 losColor = xLosTexture.Sample(LosSampler, texCoord);
|
||||
|
||||
float obscureAmount = 1.0f - losColor.r;
|
||||
|
||||
float4 outColor = float4(
|
||||
sampleColor.r * color.r,
|
||||
sampleColor.g * color.g,
|
||||
sampleColor.b * color.b,
|
||||
obscureAmount);
|
||||
|
||||
return outColor;
|
||||
}
|
||||
|
||||
technique LosShader
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_4_0_level_9_1 main();
|
||||
}
|
||||
}
|
||||
BIN
Barotrauma/BarotraumaClient/Content/Effects/losshader.xnb
Normal file
BIN
Barotrauma/BarotraumaClient/Content/Effects/losshader.xnb
Normal file
Binary file not shown.
@@ -0,0 +1,30 @@
|
||||
|
||||
Texture xTexture;
|
||||
sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
|
||||
|
||||
Texture xLosTexture;
|
||||
sampler LosSampler = sampler_state { Texture = <xLosTexture>; };
|
||||
|
||||
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 sampleColor = tex2D(TextureSampler, texCoord);
|
||||
float4 losColor = tex2D(LosSampler, texCoord);
|
||||
|
||||
float obscureAmount = 1.0f - losColor.r;
|
||||
|
||||
float4 outColor = float4(
|
||||
sampleColor.r * color.r,
|
||||
sampleColor.g * color.g,
|
||||
sampleColor.b * color.b,
|
||||
obscureAmount);
|
||||
|
||||
return outColor;
|
||||
}
|
||||
|
||||
technique LosShader
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_2_0 main();
|
||||
}
|
||||
}
|
||||
BIN
Barotrauma/BarotraumaClient/Content/Effects/losshader_opengl.xnb
Normal file
BIN
Barotrauma/BarotraumaClient/Content/Effects/losshader_opengl.xnb
Normal file
Binary file not shown.
228
Barotrauma/BarotraumaClient/Content/Effects/postprocess.fx
Normal file
228
Barotrauma/BarotraumaClient/Content/Effects/postprocess.fx
Normal file
@@ -0,0 +1,228 @@
|
||||
Texture2D xTexture;
|
||||
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
|
||||
|
||||
Texture2D xDistortTexture;
|
||||
sampler DistortSampler =
|
||||
sampler_state
|
||||
{
|
||||
Texture = <xDistortTexture>;
|
||||
MagFilter = LINEAR;
|
||||
MinFilter = LINEAR;
|
||||
MipFilter = LINEAR;
|
||||
AddressU = WRAP;
|
||||
AddressV = WRAP;
|
||||
};
|
||||
|
||||
float blurDistance;
|
||||
|
||||
float2 distortScale;
|
||||
float2 distortUvOffset;
|
||||
|
||||
float3 chromaticAberrationStrength;
|
||||
|
||||
// Apply radial distortion to the given coordinate.
|
||||
float2 radialDistortion(float2 coord, float distortion)
|
||||
{
|
||||
float2 cc = coord - 0.5;
|
||||
float dist = dot(cc, cc) * distortion;
|
||||
//return coord * (pos + cc * (1.0 + dist) * dist) / pos;
|
||||
return coord + (dist * dist + dist) * cc;
|
||||
}
|
||||
|
||||
/*float4 sampleWithChromaticAberration(float2 samplePos)
|
||||
{
|
||||
return float4(
|
||||
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
|
||||
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
|
||||
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b,
|
||||
1);
|
||||
}*/
|
||||
float3 sampleChannelsSeparately(float2 samplePosR, float2 samplePosG, float2 samplePosB)
|
||||
{
|
||||
return float3(
|
||||
tex2D(TextureSampler, samplePosR).r,
|
||||
tex2D(TextureSampler, samplePosG).g,
|
||||
tex2D(TextureSampler, samplePosB).b);
|
||||
}
|
||||
|
||||
float3 sampleWithChromaticAberration(float2 samplePos)
|
||||
{
|
||||
return float3(
|
||||
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
|
||||
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
|
||||
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b);
|
||||
}
|
||||
|
||||
float4 blur(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 sample;
|
||||
sample = tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y + blurDistance));
|
||||
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y - blurDistance));
|
||||
sample += tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y - blurDistance));
|
||||
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y + blurDistance));
|
||||
sample = sample * 0.25f;
|
||||
|
||||
return sample;
|
||||
}
|
||||
|
||||
float4 distort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
|
||||
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
|
||||
|
||||
float2 samplePos = texCoord;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
|
||||
|
||||
return tex2D(TextureSampler, samplePos);
|
||||
}
|
||||
|
||||
float4 blurDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
|
||||
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
|
||||
|
||||
float2 samplePos = texCoord;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
|
||||
|
||||
float4 sample;
|
||||
sample = tex2D(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y + blurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y - blurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y - blurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y + blurDistance));
|
||||
|
||||
sample = sample * 0.25f;
|
||||
|
||||
return sample;
|
||||
}
|
||||
|
||||
float4 chromaticAberration(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
return float4(sampleWithChromaticAberration(texCoord), 1);
|
||||
}
|
||||
|
||||
float4 chromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
|
||||
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
|
||||
|
||||
float2 samplePos = texCoord;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
|
||||
|
||||
return float4(sampleWithChromaticAberration(samplePos), 1);
|
||||
}
|
||||
|
||||
float4 blurChromaticAberration(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float2 samplePosR = radialDistortion(texCoord, chromaticAberrationStrength.r);
|
||||
float2 samplePosG = radialDistortion(texCoord, chromaticAberrationStrength.g);
|
||||
float2 samplePosB = radialDistortion(texCoord, chromaticAberrationStrength.b);
|
||||
|
||||
float2 blurTopLeft = -blurDistance;
|
||||
float2 blurTopRight = float2(blurDistance, -blurDistance);
|
||||
float2 blurBottomRight = blurDistance;
|
||||
float2 blurBottomLeft = float2(-blurDistance, blurDistance);
|
||||
|
||||
float3 sample;
|
||||
sample = sampleChannelsSeparately(samplePosR + blurTopLeft, samplePosG + blurTopLeft, samplePosB + blurTopLeft);
|
||||
sample += sampleChannelsSeparately(samplePosR + blurTopRight, samplePosG + blurTopRight, samplePosB + blurTopRight);
|
||||
sample += sampleChannelsSeparately(samplePosR + blurBottomRight, samplePosG + blurBottomRight, samplePosB + blurBottomRight);
|
||||
sample += sampleChannelsSeparately(samplePosR + blurBottomLeft, samplePosG + blurBottomLeft, samplePosB + blurBottomLeft);
|
||||
|
||||
sample = sample * 0.25f;
|
||||
|
||||
return float4(sample, 1);
|
||||
}
|
||||
|
||||
float4 blurChromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
|
||||
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
|
||||
|
||||
float2 samplePos = texCoord;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
|
||||
|
||||
float2 samplePosR = radialDistortion(samplePos, chromaticAberrationStrength.r);
|
||||
float2 samplePosG = radialDistortion(samplePos, chromaticAberrationStrength.g);
|
||||
float2 samplePosB = radialDistortion(samplePos, chromaticAberrationStrength.b);
|
||||
|
||||
float2 blurTopLeft = -blurDistance;
|
||||
float2 blurTopRight = float2(blurDistance, -blurDistance);
|
||||
float2 blurBottomRight = blurDistance;
|
||||
float2 blurBottomLeft = float2(-blurDistance, blurDistance);
|
||||
|
||||
float3 sample;
|
||||
sample = sampleChannelsSeparately(samplePosR + blurTopLeft, samplePosG + blurTopLeft, samplePosB + blurTopLeft);
|
||||
sample += sampleChannelsSeparately(samplePosR + blurTopRight, samplePosG + blurTopRight, samplePosB + blurTopRight);
|
||||
sample += sampleChannelsSeparately(samplePosR + blurBottomRight, samplePosG + blurBottomRight, samplePosB + blurBottomRight);
|
||||
sample += sampleChannelsSeparately(samplePosR + blurBottomLeft, samplePosG + blurBottomLeft, samplePosB + blurBottomLeft);
|
||||
|
||||
sample = sample * 0.25f;
|
||||
|
||||
return float4(sample, 1);
|
||||
}
|
||||
|
||||
technique Distort
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_4_0_level_9_1 distort();
|
||||
}
|
||||
}
|
||||
|
||||
technique Blur
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_4_0_level_9_1 blur();
|
||||
}
|
||||
}
|
||||
|
||||
technique BlurDistort
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_4_0_level_9_1 blurDistort();
|
||||
}
|
||||
}
|
||||
|
||||
technique BlurChromaticAberration
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_4_0_level_9_1 blurChromaticAberration();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
technique ChromaticAberration
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_4_0_level_9_1 chromaticAberration();
|
||||
}
|
||||
}
|
||||
|
||||
technique ChromaticAberrationDistort
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_4_0_level_9_1 chromaticAberrationDistort();
|
||||
}
|
||||
}
|
||||
|
||||
technique BlurChromaticAberrationDistort
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_4_0_level_9_1 blurChromaticAberrationDistort();
|
||||
}
|
||||
}
|
||||
|
||||
BIN
Barotrauma/BarotraumaClient/Content/Effects/postprocess.xnb
Normal file
BIN
Barotrauma/BarotraumaClient/Content/Effects/postprocess.xnb
Normal file
Binary file not shown.
@@ -0,0 +1,228 @@
|
||||
Texture2D xTexture;
|
||||
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
|
||||
|
||||
Texture2D xDistortTexture;
|
||||
sampler DistortSampler =
|
||||
sampler_state
|
||||
{
|
||||
Texture = <xDistortTexture>;
|
||||
MagFilter = LINEAR;
|
||||
MinFilter = LINEAR;
|
||||
MipFilter = LINEAR;
|
||||
AddressU = WRAP;
|
||||
AddressV = WRAP;
|
||||
};
|
||||
|
||||
float blurDistance;
|
||||
|
||||
float2 distortScale;
|
||||
float2 distortUvOffset;
|
||||
|
||||
float3 chromaticAberrationStrength;
|
||||
|
||||
// Apply radial distortion to the given coordinate.
|
||||
float2 radialDistortion(float2 coord, float distortion)
|
||||
{
|
||||
float2 cc = coord - 0.5;
|
||||
float dist = dot(cc, cc) * distortion;
|
||||
//return coord * (pos + cc * (1.0 + dist) * dist) / pos;
|
||||
return coord + (dist * dist + dist) * cc;
|
||||
}
|
||||
|
||||
/*float4 sampleWithChromaticAberration(float2 samplePos)
|
||||
{
|
||||
return float4(
|
||||
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
|
||||
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
|
||||
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b,
|
||||
1);
|
||||
}*/
|
||||
float3 sampleChannelsSeparately(float2 samplePosR, float2 samplePosG, float2 samplePosB)
|
||||
{
|
||||
return float3(
|
||||
tex2D(TextureSampler, samplePosR).r,
|
||||
tex2D(TextureSampler, samplePosG).g,
|
||||
tex2D(TextureSampler, samplePosB).b);
|
||||
}
|
||||
|
||||
float3 sampleWithChromaticAberration(float2 samplePos)
|
||||
{
|
||||
return float3(
|
||||
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
|
||||
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
|
||||
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b);
|
||||
}
|
||||
|
||||
float4 blur(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 sample;
|
||||
sample = tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y + blurDistance));
|
||||
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y - blurDistance));
|
||||
sample += tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y - blurDistance));
|
||||
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y + blurDistance));
|
||||
sample = sample * 0.25f;
|
||||
|
||||
return sample;
|
||||
}
|
||||
|
||||
float4 distort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
|
||||
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
|
||||
|
||||
float2 samplePos = texCoord;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
|
||||
|
||||
return tex2D(TextureSampler, samplePos);
|
||||
}
|
||||
|
||||
float4 blurDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
|
||||
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
|
||||
|
||||
float2 samplePos = texCoord;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
|
||||
|
||||
float4 sample;
|
||||
sample = tex2D(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y + blurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y - blurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y - blurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y + blurDistance));
|
||||
|
||||
sample = sample * 0.25f;
|
||||
|
||||
return sample;
|
||||
}
|
||||
|
||||
float4 chromaticAberration(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
return float4(sampleWithChromaticAberration(texCoord), 1);
|
||||
}
|
||||
|
||||
float4 chromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
|
||||
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
|
||||
|
||||
float2 samplePos = texCoord;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
|
||||
|
||||
return float4(sampleWithChromaticAberration(samplePos), 1);
|
||||
}
|
||||
|
||||
float4 blurChromaticAberration(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float2 samplePosR = radialDistortion(texCoord, chromaticAberrationStrength.r);
|
||||
float2 samplePosG = radialDistortion(texCoord, chromaticAberrationStrength.g);
|
||||
float2 samplePosB = radialDistortion(texCoord, chromaticAberrationStrength.b);
|
||||
|
||||
float2 blurTopLeft = -blurDistance;
|
||||
float2 blurTopRight = float2(blurDistance, -blurDistance);
|
||||
float2 blurBottomRight = blurDistance;
|
||||
float2 blurBottomLeft = float2(-blurDistance, blurDistance);
|
||||
|
||||
float3 sample;
|
||||
sample = sampleChannelsSeparately(samplePosR + blurTopLeft, samplePosG + blurTopLeft, samplePosB + blurTopLeft);
|
||||
sample += sampleChannelsSeparately(samplePosR + blurTopRight, samplePosG + blurTopRight, samplePosB + blurTopRight);
|
||||
sample += sampleChannelsSeparately(samplePosR + blurBottomRight, samplePosG + blurBottomRight, samplePosB + blurBottomRight);
|
||||
sample += sampleChannelsSeparately(samplePosR + blurBottomLeft, samplePosG + blurBottomLeft, samplePosB + blurBottomLeft);
|
||||
|
||||
sample = sample * 0.25f;
|
||||
|
||||
return float4(sample, 1);
|
||||
}
|
||||
|
||||
float4 blurChromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
|
||||
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
|
||||
|
||||
float2 samplePos = texCoord;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
|
||||
|
||||
float2 samplePosR = radialDistortion(samplePos, chromaticAberrationStrength.r);
|
||||
float2 samplePosG = radialDistortion(samplePos, chromaticAberrationStrength.g);
|
||||
float2 samplePosB = radialDistortion(samplePos, chromaticAberrationStrength.b);
|
||||
|
||||
float2 blurTopLeft = -blurDistance;
|
||||
float2 blurTopRight = float2(blurDistance, -blurDistance);
|
||||
float2 blurBottomRight = blurDistance;
|
||||
float2 blurBottomLeft = float2(-blurDistance, blurDistance);
|
||||
|
||||
float3 sample;
|
||||
sample = sampleChannelsSeparately(samplePosR + blurTopLeft, samplePosG + blurTopLeft, samplePosB + blurTopLeft);
|
||||
sample += sampleChannelsSeparately(samplePosR + blurTopRight, samplePosG + blurTopRight, samplePosB + blurTopRight);
|
||||
sample += sampleChannelsSeparately(samplePosR + blurBottomRight, samplePosG + blurBottomRight, samplePosB + blurBottomRight);
|
||||
sample += sampleChannelsSeparately(samplePosR + blurBottomLeft, samplePosG + blurBottomLeft, samplePosB + blurBottomLeft);
|
||||
|
||||
sample = sample * 0.25f;
|
||||
|
||||
return float4(sample, 1);
|
||||
}
|
||||
|
||||
technique Distort
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_3_0 distort();
|
||||
}
|
||||
}
|
||||
|
||||
technique Blur
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_3_0 blur();
|
||||
}
|
||||
}
|
||||
|
||||
technique BlurDistort
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_3_0 blurDistort();
|
||||
}
|
||||
}
|
||||
|
||||
technique BlurChromaticAberration
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_3_0 blurChromaticAberration();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
technique ChromaticAberration
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_3_0 chromaticAberration();
|
||||
}
|
||||
}
|
||||
|
||||
technique ChromaticAberrationDistort
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_3_0 chromaticAberrationDistort();
|
||||
}
|
||||
}
|
||||
|
||||
technique BlurChromaticAberrationDistort
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_3_0 blurChromaticAberrationDistort();
|
||||
}
|
||||
}
|
||||
|
||||
Binary file not shown.
143
Barotrauma/BarotraumaClient/Content/Effects/watershader.fx
Normal file
143
Barotrauma/BarotraumaClient/Content/Effects/watershader.fx
Normal file
@@ -0,0 +1,143 @@
|
||||
float xBlurDistance;
|
||||
|
||||
Texture2D xWaterBumpMap;
|
||||
sampler WaterBumpSampler =
|
||||
sampler_state
|
||||
{
|
||||
Texture = <xWaterBumpMap>;
|
||||
MagFilter = LINEAR;
|
||||
MinFilter = LINEAR;
|
||||
MipFilter = LINEAR;
|
||||
AddressU = WRAP;
|
||||
AddressV = WRAP;
|
||||
};
|
||||
|
||||
Texture2D xTexture;
|
||||
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
|
||||
|
||||
float4x4 xTransform;
|
||||
float4x4 xUvTransform;
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float4 Color : COLOR0;
|
||||
float2 TexCoords: TEXCOORD0; // added
|
||||
};
|
||||
|
||||
struct VertexShaderOutput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float4 Color : COLOR0;
|
||||
float2 TexCoords: TEXCOORD0; // added
|
||||
};
|
||||
|
||||
|
||||
float xWaveWidth;
|
||||
float xWaveHeight;
|
||||
float2 xBumpPos;
|
||||
float2 xBumpScale;
|
||||
|
||||
float2 xUvOffset;
|
||||
|
||||
float4 waterColor;
|
||||
|
||||
VertexShaderOutput mainVS(in VertexShaderInput input)
|
||||
{
|
||||
VertexShaderOutput output = (VertexShaderOutput)0;
|
||||
|
||||
output.Position = mul(input.Position, xTransform);
|
||||
output.Color = input.Color;
|
||||
output.TexCoords = mul(input.Position, xUvTransform).xy;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 mainPS(VertexShaderOutput input) : COLOR
|
||||
{
|
||||
float4 bumpColor = xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords+xBumpPos) * xBumpScale);
|
||||
bumpColor = (bumpColor + xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords-xBumpPos*2) * xBumpScale)) * 0.5f;
|
||||
|
||||
float2 samplePos = input.TexCoords;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g;
|
||||
|
||||
float4 sample = xTexture.Sample(TextureSampler, samplePos);
|
||||
|
||||
sample.a = input.Color.a;
|
||||
sample = lerp(sample, sample * waterColor, input.Color.b);
|
||||
|
||||
return sample;
|
||||
}
|
||||
|
||||
float4 mainPSBlurred(VertexShaderOutput input) : COLOR
|
||||
{
|
||||
float4 bumpColor = xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords + xBumpPos) * xBumpScale);
|
||||
bumpColor = (bumpColor + xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords - xBumpPos * 2) * xBumpScale)) * 0.5f;
|
||||
|
||||
float2 samplePos = input.TexCoords;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g;
|
||||
|
||||
float4 sample;
|
||||
sample = xTexture.Sample(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance));
|
||||
sample += xTexture.Sample(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance));
|
||||
sample += xTexture.Sample(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance));
|
||||
sample += xTexture.Sample(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance));
|
||||
|
||||
sample = sample * 0.25;
|
||||
|
||||
sample.a = input.Color.a;
|
||||
sample = lerp(sample, sample * waterColor, input.Color.b);
|
||||
|
||||
return sample;
|
||||
}
|
||||
|
||||
float4 mainPostProcess(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 bumpColor = tex2D(WaterBumpSampler, texCoord + xUvOffset + xBumpPos);
|
||||
bumpColor = (bumpColor + tex2D(WaterBumpSampler, texCoord - xUvOffset * 2.0f + xBumpPos)) * 0.5f;
|
||||
|
||||
float2 samplePos = texCoord;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight;
|
||||
|
||||
float4 sample;
|
||||
sample = tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance));
|
||||
|
||||
sample = sample * 0.25;
|
||||
|
||||
return sample;
|
||||
}
|
||||
|
||||
technique WaterShader
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
VertexShader = compile vs_4_0_level_9_1 mainVS();
|
||||
PixelShader = compile ps_4_0_level_9_1 mainPS();
|
||||
}
|
||||
}
|
||||
|
||||
technique WaterShaderBlurred
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
VertexShader = compile vs_4_0_level_9_1 mainVS();
|
||||
PixelShader = compile ps_4_0_level_9_1 mainPSBlurred();
|
||||
}
|
||||
}
|
||||
|
||||
technique WaterShaderPostProcess
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_4_0_level_9_1 mainPostProcess();
|
||||
}
|
||||
}
|
||||
BIN
Barotrauma/BarotraumaClient/Content/Effects/watershader.xnb
Normal file
BIN
Barotrauma/BarotraumaClient/Content/Effects/watershader.xnb
Normal file
Binary file not shown.
@@ -0,0 +1,150 @@
|
||||
float xBlurDistance;
|
||||
|
||||
Texture xWaterBumpMap;
|
||||
sampler WaterBumpSampler =
|
||||
sampler_state
|
||||
{
|
||||
Texture = <xWaterBumpMap>;
|
||||
MagFilter = LINEAR;
|
||||
MinFilter = LINEAR;
|
||||
MipFilter = LINEAR;
|
||||
AddressU = WRAP;
|
||||
AddressV = WRAP;
|
||||
};
|
||||
|
||||
Texture xTexture;
|
||||
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
|
||||
|
||||
float4x4 xTransform;
|
||||
float4x4 xUvTransform;
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float4 Color : COLOR0;
|
||||
float2 TexCoords: TEXCOORD0; // added
|
||||
};
|
||||
|
||||
struct VertexShaderOutput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float4 Color : COLOR0;
|
||||
float2 TexCoords: TEXCOORD0; // added
|
||||
};
|
||||
|
||||
|
||||
float xWaveWidth;
|
||||
float xWaveHeight;
|
||||
float2 xBumpPos;
|
||||
float2 xBumpScale;
|
||||
|
||||
float2 xUvOffset;
|
||||
|
||||
float4 waterColor;
|
||||
|
||||
VertexShaderOutput mainVS(in VertexShaderInput input)
|
||||
{
|
||||
VertexShaderOutput output = (VertexShaderOutput)0;
|
||||
|
||||
output.Position = mul(input.Position, xTransform);
|
||||
output.Color = input.Color;
|
||||
float4 texCoords = mul(input.Position, xUvTransform);
|
||||
float2 texCoords2D = texCoords.xy;
|
||||
//This is to stop the HLSL compiler from optimizing xUvTransform since that crashes MonoGame
|
||||
//Seems to be a known bug, see https://github.com/MonoGame/MonoGame/issues/5628
|
||||
//We should probably send this to them so they have more to work with
|
||||
texCoords2D.x += floor(texCoords.w*0.001);
|
||||
//--------
|
||||
output.TexCoords = texCoords2D;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 mainPS(VertexShaderOutput input) : COLOR
|
||||
{
|
||||
float4 bumpColor = tex2D(WaterBumpSampler, xUvOffset + (input.TexCoords+xBumpPos) * xBumpScale);
|
||||
bumpColor = (bumpColor + tex2D(WaterBumpSampler, xUvOffset + (input.TexCoords-xBumpPos*2) * xBumpScale)) * 0.5f;
|
||||
|
||||
float2 samplePos = input.TexCoords;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g;
|
||||
|
||||
float4 sample = tex2D(TextureSampler, samplePos);
|
||||
|
||||
sample.a = input.Color.a;
|
||||
sample = lerp(sample, sample * waterColor, input.Color.b);
|
||||
|
||||
return sample;
|
||||
}
|
||||
|
||||
float4 mainPSBlurred(VertexShaderOutput input) : COLOR
|
||||
{
|
||||
float4 bumpColor = tex2D(WaterBumpSampler, xUvOffset + (input.TexCoords + xBumpPos) * xBumpScale);
|
||||
bumpColor = (bumpColor + tex2D(WaterBumpSampler, xUvOffset + (input.TexCoords - xBumpPos * 2) * xBumpScale)) * 0.5f;
|
||||
|
||||
float2 samplePos = input.TexCoords;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g;
|
||||
|
||||
float4 sample;
|
||||
sample = tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance));
|
||||
|
||||
sample = sample * 0.25;
|
||||
|
||||
sample.a = input.Color.a;
|
||||
sample = lerp(sample, sample * waterColor, input.Color.b);
|
||||
|
||||
return sample;
|
||||
}
|
||||
|
||||
float4 mainPostProcess(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 bumpColor = tex2D(WaterBumpSampler, texCoord + xUvOffset + xBumpPos);
|
||||
bumpColor = (bumpColor + tex2D(WaterBumpSampler, texCoord - xUvOffset * 2.0f + xBumpPos)) * 0.5f;
|
||||
|
||||
float2 samplePos = texCoord;
|
||||
|
||||
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth;
|
||||
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight;
|
||||
|
||||
float4 sample;
|
||||
sample = tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance));
|
||||
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance));
|
||||
|
||||
sample = sample * 0.25;
|
||||
|
||||
return sample;
|
||||
}
|
||||
|
||||
technique WaterShader
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
VertexShader = compile vs_3_0 mainVS();
|
||||
PixelShader = compile ps_3_0 mainPS();
|
||||
}
|
||||
}
|
||||
|
||||
technique WaterShaderBlurred
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
VertexShader = compile vs_3_0 mainVS();
|
||||
PixelShader = compile ps_3_0 mainPSBlurred();
|
||||
}
|
||||
}
|
||||
|
||||
technique WaterShaderPostProcess
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
PixelShader = compile ps_3_0 mainPostProcess();
|
||||
}
|
||||
}
|
||||
Binary file not shown.
203
Barotrauma/BarotraumaClient/LinuxClient.csproj
Normal file
203
Barotrauma/BarotraumaClient/LinuxClient.csproj
Normal file
@@ -0,0 +1,203 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">ReleaseLinux</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x64</Platform>
|
||||
<ProductVersion>8.0.30703</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}</ProjectGuid>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<AssemblyName>Barotrauma</AssemblyName>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<TargetFrameworkProfile />
|
||||
<ReleaseVersion>0.9.0.0</ReleaseVersion>
|
||||
<PublishUrl>publish\</PublishUrl>
|
||||
<Install>true</Install>
|
||||
<InstallFrom>Disk</InstallFrom>
|
||||
<UpdateEnabled>false</UpdateEnabled>
|
||||
<UpdateMode>Foreground</UpdateMode>
|
||||
<UpdateInterval>7</UpdateInterval>
|
||||
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
|
||||
<UpdatePeriodically>false</UpdatePeriodically>
|
||||
<UpdateRequired>false</UpdateRequired>
|
||||
<MapFileExtensions>true</MapFileExtensions>
|
||||
<ApplicationRevision>0</ApplicationRevision>
|
||||
<ApplicationVersion>0.1.0.%2a</ApplicationVersion>
|
||||
<UseApplicationTrust>false</UseApplicationTrust>
|
||||
<BootstrapperEnabled>true</BootstrapperEnabled>
|
||||
<NuGetPackageImportStamp>
|
||||
</NuGetPackageImportStamp>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ReleaseLinux|x64' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<OutputPath>..\bin\ReleaseLinux\</OutputPath>
|
||||
<DefineConstants>TRACE;LINUX;CLIENT</DefineConstants>
|
||||
<Optimize>true</Optimize>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<PlatformTarget>x64</PlatformTarget>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'DebugLinux|x64' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<OutputPath>..\bin\DebugLinux\</OutputPath>
|
||||
<DefineConstants>TRACE;DEBUG;LINUX;CLIENT</DefineConstants>
|
||||
<DebugType>full</DebugType>
|
||||
<PlatformTarget>x64</PlatformTarget>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
<WarningLevel>0</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Concentus, Version=1.1.6.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\Concentus.1.1.7\lib\portable-net45+win+wpa81+wp80\Concentus.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="GameAnalytics.Mono, Version=1.0.6710.29255, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\lib\net45\GameAnalytics.Mono.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="MonoGame.Framework, Version=3.7.1.189, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\MonoGame.Framework.DesktopGL.3.7.1.189\lib\net45\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="NLog, Version=4.0.0.0, Culture=neutral, PublicKeyToken=5120e14c03d0593c, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\NLog.4.3.8\lib\net45\NLog.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="nVLC, Version=3.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\nVLC.3.0.0\lib\net40\nVLC.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="OpenTK, Version=3.0.1.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\OpenTK.3.0.1\lib\net20\OpenTK.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="RestSharp, Version=105.2.3.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\RestSharp.105.2.3\lib\net45\RestSharp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.ComponentModel.Composition" />
|
||||
<Reference Include="System.Data.SQLite, Version=1.0.102.0, Culture=neutral, PublicKeyToken=db937bc2d44ff139, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\lib\net45\System.Data.SQLite.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.IO.Compression" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Numerics" />
|
||||
<Reference Include="System.Runtime.InteropServices.RuntimeInformation, Version=4.0.1.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\System.Runtime.InteropServices.RuntimeInformation.4.3.0\lib\net45\System.Runtime.InteropServices.RuntimeInformation.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.Xml" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="MonoGame.Framework.dll.config">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="OpenTK.dll.config">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="SharpFont.dll.config">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<BootstrapperPackage Include=".NETFramework,Version=v4.0">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Microsoft .NET Framework 4 %28x86 and x64%29</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5 SP1</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Windows.Installer.4.5">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Windows Installer 4.5</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.csproj">
|
||||
<Project>{3af0347c-5a9b-4421-868c-8ee3dbfaebc6}</Project>
|
||||
<Name>Facepunch.Steamworks</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer Physics MonoGame DesktopGL.csproj">
|
||||
<Project>{0aad36e3-51a5-4a07-ab60-5c8a66bd38b7}</Project>
|
||||
<Name>Farseer Physics MonoGame DesktopGL</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.csproj">
|
||||
<Project>{3b8f9edb-6e5e-450c-abc2-ec49075d0b50}</Project>
|
||||
<Name>Hyper.ComponentModel</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.Network.csproj">
|
||||
<Project>{49ba1c69-6104-41ac-a5d8-b54fa9f696e8}</Project>
|
||||
<Name>Lidgren.Network</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Libraries\SharpFont\Source\SharpFont\SharpFont.csproj">
|
||||
<Project>{c293db32-fa42-486d-b128-5a12522fae4e}</Project>
|
||||
<Name>SharpFont</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="app.config" />
|
||||
<None Include="Content\Effects\blurshader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Effects\damageshader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Effects\deformshader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Effects\losshader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Effects\postprocess_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Effects\watershader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="libopenal.so.1">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="libsteam_api64.so">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup />
|
||||
<Import Project="ClientCode.projitems" Label="Shared" />
|
||||
<Import Project="..\BarotraumaShared\SharedCode.projitems" Label="Shared" />
|
||||
<Import Project="..\BarotraumaShared\SharedContent.projitems" Label="Shared" />
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets" Condition="Exists('..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets')" />
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
||||
<PropertyGroup>
|
||||
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
|
||||
</PropertyGroup>
|
||||
<Error Condition="!Exists('..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets'))" />
|
||||
<Error Condition="!Exists('..\..\Libraries\NuGet\MonoGame.Framework.DesktopGL.3.7.1.189\build\MonoGame.Framework.DesktopGL.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\..\Libraries\NuGet\MonoGame.Framework.DesktopGL.3.7.1.189\build\MonoGame.Framework.DesktopGL.targets'))" />
|
||||
</Target>
|
||||
<Import Project="..\..\Libraries\NuGet\MonoGame.Framework.DesktopGL.3.7.1.189\build\MonoGame.Framework.DesktopGL.targets" Condition="Exists('..\..\Libraries\NuGet\MonoGame.Framework.DesktopGL.3.7.1.189\build\MonoGame.Framework.DesktopGL.targets')" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
||||
203
Barotrauma/BarotraumaClient/MacClient.csproj
Normal file
203
Barotrauma/BarotraumaClient/MacClient.csproj
Normal file
@@ -0,0 +1,203 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">ReleaseMac</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x64</Platform>
|
||||
<ProductVersion>8.0.30703</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{CC996BB6-3781-4868-B996-07F9CDC936ED}</ProjectGuid>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<AssemblyName>Barotrauma</AssemblyName>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<TargetFrameworkProfile />
|
||||
<ReleaseVersion>0.9.0.0</ReleaseVersion>
|
||||
<PublishUrl>publish\</PublishUrl>
|
||||
<Install>true</Install>
|
||||
<InstallFrom>Disk</InstallFrom>
|
||||
<UpdateEnabled>false</UpdateEnabled>
|
||||
<UpdateMode>Foreground</UpdateMode>
|
||||
<UpdateInterval>7</UpdateInterval>
|
||||
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
|
||||
<UpdatePeriodically>false</UpdatePeriodically>
|
||||
<UpdateRequired>false</UpdateRequired>
|
||||
<MapFileExtensions>true</MapFileExtensions>
|
||||
<ApplicationRevision>0</ApplicationRevision>
|
||||
<ApplicationVersion>0.1.0.%2a</ApplicationVersion>
|
||||
<UseApplicationTrust>false</UseApplicationTrust>
|
||||
<BootstrapperEnabled>true</BootstrapperEnabled>
|
||||
<NuGetPackageImportStamp>
|
||||
</NuGetPackageImportStamp>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ReleaseMac|x64' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<OutputPath>..\bin\ReleaseMac\</OutputPath>
|
||||
<DefineConstants>TRACE;OSX;CLIENT</DefineConstants>
|
||||
<Optimize>true</Optimize>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<PlatformTarget>x64</PlatformTarget>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'DebugMac|x64' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<OutputPath>..\bin\DebugMac\</OutputPath>
|
||||
<DefineConstants>TRACE;DEBUG;OSX;CLIENT</DefineConstants>
|
||||
<DebugType>full</DebugType>
|
||||
<PlatformTarget>x64</PlatformTarget>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
<WarningLevel>0</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Concentus, Version=1.1.6.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\Concentus.1.1.7\lib\portable-net45+win+wpa81+wp80\Concentus.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="GameAnalytics.Mono, Version=1.0.6710.29255, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\lib\net45\GameAnalytics.Mono.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="MonoGame.Framework, Version=3.7.1.189, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\MonoGame.Framework.DesktopGL.3.7.1.189\lib\net45\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="NLog, Version=4.0.0.0, Culture=neutral, PublicKeyToken=5120e14c03d0593c, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\NLog.4.3.8\lib\net45\NLog.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="nVLC, Version=3.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\nVLC.3.0.0\lib\net40\nVLC.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="OpenTK, Version=3.0.1.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\OpenTK.3.0.1\lib\net20\OpenTK.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="RestSharp, Version=105.2.3.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\RestSharp.105.2.3\lib\net45\RestSharp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.ComponentModel.Composition" />
|
||||
<Reference Include="System.Data.SQLite, Version=1.0.102.0, Culture=neutral, PublicKeyToken=db937bc2d44ff139, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\lib\net45\System.Data.SQLite.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.IO.Compression" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Numerics" />
|
||||
<Reference Include="System.Runtime.InteropServices.RuntimeInformation, Version=4.0.1.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\System.Runtime.InteropServices.RuntimeInformation.4.3.0\lib\net45\System.Runtime.InteropServices.RuntimeInformation.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.Xml" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="MonoGame.Framework.dll.config">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="OpenTK.dll.config">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="SharpFont.dll.config">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<BootstrapperPackage Include=".NETFramework,Version=v4.0">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Microsoft .NET Framework 4 %28x86 and x64%29</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5 SP1</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Windows.Installer.4.5">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Windows Installer 4.5</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\Libraries\Facepunch.Steamworks\Facepunch.Steamworks.csproj">
|
||||
<Project>{3af0347c-5a9b-4421-868c-8ee3dbfaebc6}</Project>
|
||||
<Name>Facepunch.Steamworks</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer Physics MonoGame DesktopGL.csproj">
|
||||
<Project>{0aad36e3-51a5-4a07-ab60-5c8a66bd38b7}</Project>
|
||||
<Name>Farseer Physics MonoGame DesktopGL</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.csproj">
|
||||
<Project>{3b8f9edb-6e5e-450c-abc2-ec49075d0b50}</Project>
|
||||
<Name>Hyper.ComponentModel</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.Network.csproj">
|
||||
<Project>{49ba1c69-6104-41ac-a5d8-b54fa9f696e8}</Project>
|
||||
<Name>Lidgren.Network</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Libraries\SharpFont\Source\SharpFont\SharpFont.csproj">
|
||||
<Project>{c293db32-fa42-486d-b128-5a12522fae4e}</Project>
|
||||
<Name>SharpFont</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="app.config" />
|
||||
<None Include="Content\Effects\blurshader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Effects\damageshader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Effects\deformshader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Effects\losshader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Effects\postprocess_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\Effects\watershader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="libsteam_api.dylib">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="libvlc.dylib">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup />
|
||||
<Import Project="ClientCode.projitems" Label="Shared" />
|
||||
<Import Project="..\BarotraumaShared\SharedCode.projitems" Label="Shared" />
|
||||
<Import Project="..\BarotraumaShared\SharedContent.projitems" Label="Shared" />
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets" Condition="Exists('..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets')" />
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
||||
<PropertyGroup>
|
||||
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
|
||||
</PropertyGroup>
|
||||
<Error Condition="!Exists('..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets'))" />
|
||||
<Error Condition="!Exists('..\..\Libraries\NuGet\MonoGame.Framework.DesktopGL.3.7.1.189\build\MonoGame.Framework.DesktopGL.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\..\Libraries\NuGet\MonoGame.Framework.DesktopGL.3.7.1.189\build\MonoGame.Framework.DesktopGL.targets'))" />
|
||||
</Target>
|
||||
<Import Project="..\..\Libraries\NuGet\MonoGame.Framework.DesktopGL.3.7.1.189\build\MonoGame.Framework.DesktopGL.targets" Condition="Exists('..\..\Libraries\NuGet\MonoGame.Framework.DesktopGL.3.7.1.189\build\MonoGame.Framework.DesktopGL.targets')" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
||||
@@ -26,6 +26,8 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
#if FALSE
|
||||
//TODO: fix
|
||||
public void Save()
|
||||
{
|
||||
XDocument doc = XMLExtensions.TryLoadXml(filePath);
|
||||
@@ -44,5 +46,6 @@ namespace Barotrauma
|
||||
writer.Flush();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -119,7 +119,8 @@ namespace Barotrauma
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "sound":
|
||||
sounds.Add(new CharacterSound(subElement));
|
||||
var characterSound = new CharacterSound(subElement);
|
||||
if (characterSound.Sound != null) { sounds.Add(characterSound); }
|
||||
break;
|
||||
case "damageemitter":
|
||||
damageEmitters.Add(new ParticleEmitter(subElement));
|
||||
|
||||
@@ -25,7 +25,7 @@ namespace Barotrauma
|
||||
}
|
||||
public Sound Sound
|
||||
{
|
||||
get { return roundSound.Sound; }
|
||||
get { return roundSound?.Sound; }
|
||||
}
|
||||
|
||||
public readonly Gender Gender;
|
||||
|
||||
@@ -2514,6 +2514,555 @@ namespace Barotrauma
|
||||
TextManager.WriteToCSV();
|
||||
NPCConversation.WriteToCSV();
|
||||
}));
|
||||
#endif
|
||||
|
||||
commands.Add(new Command("cleanbuild", "", (string[] args) =>
|
||||
{
|
||||
GameMain.Config.MusicVolume = 0.5f;
|
||||
GameMain.Config.SoundVolume = 0.5f;
|
||||
NewMessage("Music and sound volume set to 0.5", Color.Green);
|
||||
|
||||
commands.Add(new Command("camerasettings", "camerasettings [defaultzoom] [zoomsmoothness] [movesmoothness] [minzoom] [maxzoom]: debug command for testing camera settings. The values default to 1.1, 8.0, 8.0, 0.1 and 2.0.", (string[] args) =>
|
||||
{
|
||||
float defaultZoom = Screen.Selected.Cam.DefaultZoom;
|
||||
if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out defaultZoom);
|
||||
|
||||
float zoomSmoothness = Screen.Selected.Cam.ZoomSmoothness;
|
||||
if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out zoomSmoothness);
|
||||
float moveSmoothness = Screen.Selected.Cam.MoveSmoothness;
|
||||
if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out moveSmoothness);
|
||||
|
||||
float minZoom = Screen.Selected.Cam.MinZoom;
|
||||
if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out minZoom);
|
||||
float maxZoom = Screen.Selected.Cam.MaxZoom;
|
||||
if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out maxZoom);
|
||||
|
||||
Screen.Selected.Cam.DefaultZoom = defaultZoom;
|
||||
Screen.Selected.Cam.ZoomSmoothness = zoomSmoothness;
|
||||
Screen.Selected.Cam.MoveSmoothness = moveSmoothness;
|
||||
Screen.Selected.Cam.MinZoom = minZoom;
|
||||
Screen.Selected.Cam.MaxZoom = maxZoom;
|
||||
}));
|
||||
|
||||
commands.Add(new Command("waterparams", "waterparams [distortionscalex] [distortionscaley] [distortionstrengthx] [distortionstrengthy] [bluramount]: default 0.5 0.5 0.5 0.5 1", (string[] args) =>
|
||||
{
|
||||
float distortScaleX = 0.5f, distortScaleY = 0.5f;
|
||||
float distortStrengthX = 0.5f, distortStrengthY = 0.5f;
|
||||
float blurAmount = 0.0f;
|
||||
if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleX);
|
||||
if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleY);
|
||||
if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthX);
|
||||
if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthY);
|
||||
if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out blurAmount);
|
||||
WaterRenderer.DistortionScale = new Vector2(distortScaleX, distortScaleY);
|
||||
WaterRenderer.DistortionStrength = new Vector2(distortStrengthX, distortStrengthY);
|
||||
WaterRenderer.BlurAmount = blurAmount;
|
||||
}));
|
||||
|
||||
|
||||
commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) =>
|
||||
{
|
||||
//TODO: maybe do this automatically during loading when possible?
|
||||
if (Screen.Selected == GameMain.SubEditorScreen)
|
||||
{
|
||||
if (!MapEntity.SelectedAny)
|
||||
{
|
||||
ThrowError("You have to select item(s) first!");
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var mapEntity in MapEntity.SelectedList)
|
||||
{
|
||||
if (mapEntity is Item item)
|
||||
{
|
||||
item.Rect = new Rectangle(item.Rect.X, item.Rect.Y,
|
||||
(int)(item.Prefab.sprite.size.X * item.Prefab.Scale),
|
||||
(int)(item.Prefab.sprite.size.Y * item.Prefab.Scale));
|
||||
}
|
||||
else if (mapEntity is Structure structure)
|
||||
{
|
||||
if (!structure.ResizeHorizontal)
|
||||
{
|
||||
structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
|
||||
(int)structure.Prefab.ScaledSize.X,
|
||||
structure.Rect.Height);
|
||||
}
|
||||
if (!structure.ResizeVertical)
|
||||
{
|
||||
structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
|
||||
structure.Rect.Width,
|
||||
(int)structure.Prefab.ScaledSize.Y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}, isCheat: false));
|
||||
#endif
|
||||
|
||||
GameMain.Config.SaveNewPlayerConfig();
|
||||
|
||||
commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
|
||||
{
|
||||
string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt";
|
||||
string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml";
|
||||
|
||||
string[] lines;
|
||||
try
|
||||
{
|
||||
lines = File.ReadAllLines(sourcePath);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
ThrowError("Reading the file \"" + sourcePath + "\" failed.", e);
|
||||
return;
|
||||
}
|
||||
var doc = XMLExtensions.TryLoadXml(destinationPath);
|
||||
int i = 0;
|
||||
foreach (XElement element in doc.Root.Elements())
|
||||
{
|
||||
if (i >= lines.Length)
|
||||
{
|
||||
ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file.");
|
||||
return;
|
||||
}
|
||||
element.Value = lines[i];
|
||||
i++;
|
||||
}
|
||||
doc.Save(destinationPath);
|
||||
},
|
||||
() =>
|
||||
{
|
||||
var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/"));
|
||||
return new string[][]
|
||||
{
|
||||
files.Where(f => Path.GetExtension(f)==".txt").ToArray(),
|
||||
files.Where(f => Path.GetExtension(f)==".xml").ToArray()
|
||||
};
|
||||
}));
|
||||
|
||||
commands.Add(new Command("updatetextfile", "updatetextfile [sourcefile] [destinationfile]: Inserts all the xml elements that are only present in the source file into the destination file. Can be used to update outdated translation files more easily.", (string[] args) =>
|
||||
{
|
||||
if (args.Length < 2) return;
|
||||
string sourcePath = args[0];
|
||||
string destinationPath = args[1];
|
||||
|
||||
var sourceDoc = XMLExtensions.TryLoadXml(sourcePath);
|
||||
var destinationDoc = XMLExtensions.TryLoadXml(destinationPath);
|
||||
|
||||
XElement destinationElement = destinationDoc.Root.Elements().First();
|
||||
foreach (XElement element in sourceDoc.Root.Elements())
|
||||
{
|
||||
if (destinationDoc.Root.Element(element.Name) == null)
|
||||
{
|
||||
element.Value = "!!!!!!!!!!!!!" + element.Value;
|
||||
destinationElement.AddAfterSelf(element);
|
||||
}
|
||||
XNode nextNode = destinationElement.NextNode;
|
||||
while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
|
||||
destinationElement = nextNode as XElement;
|
||||
}
|
||||
destinationDoc.Save(destinationPath);
|
||||
},
|
||||
() =>
|
||||
{
|
||||
var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray();
|
||||
return new string[][]
|
||||
{
|
||||
files,
|
||||
files
|
||||
};
|
||||
}));
|
||||
|
||||
commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
|
||||
{
|
||||
string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
|
||||
List<string> lines = new List<string>();
|
||||
foreach (MapEntityPrefab me in MapEntityPrefab.List)
|
||||
{
|
||||
lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
|
||||
lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
|
||||
}
|
||||
File.WriteAllLines(filePath, lines);
|
||||
}));
|
||||
#if DEBUG
|
||||
commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) =>
|
||||
{
|
||||
if (args.Length != 1) return;
|
||||
TextManager.CheckForDuplicates(args[0]);
|
||||
}));
|
||||
|
||||
commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) =>
|
||||
{
|
||||
TextManager.WriteToCSV();
|
||||
NPCConversation.WriteToCSV();
|
||||
}));
|
||||
#endif
|
||||
|
||||
commands.Add(new Command("cleanbuild", "", (string[] args) =>
|
||||
{
|
||||
GameMain.Config.MusicVolume = 0.5f;
|
||||
GameMain.Config.SoundVolume = 0.5f;
|
||||
NewMessage("Music and sound volume set to 0.5", Color.Green);
|
||||
|
||||
commands.Add(new Command("camerasettings", "camerasettings [defaultzoom] [zoomsmoothness] [movesmoothness] [minzoom] [maxzoom]: debug command for testing camera settings. The values default to 1.1, 8.0, 8.0, 0.1 and 2.0.", (string[] args) =>
|
||||
{
|
||||
float defaultZoom = Screen.Selected.Cam.DefaultZoom;
|
||||
if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out defaultZoom);
|
||||
|
||||
float zoomSmoothness = Screen.Selected.Cam.ZoomSmoothness;
|
||||
if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out zoomSmoothness);
|
||||
float moveSmoothness = Screen.Selected.Cam.MoveSmoothness;
|
||||
if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out moveSmoothness);
|
||||
|
||||
float minZoom = Screen.Selected.Cam.MinZoom;
|
||||
if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out minZoom);
|
||||
float maxZoom = Screen.Selected.Cam.MaxZoom;
|
||||
if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out maxZoom);
|
||||
|
||||
Screen.Selected.Cam.DefaultZoom = defaultZoom;
|
||||
Screen.Selected.Cam.ZoomSmoothness = zoomSmoothness;
|
||||
Screen.Selected.Cam.MoveSmoothness = moveSmoothness;
|
||||
Screen.Selected.Cam.MinZoom = minZoom;
|
||||
Screen.Selected.Cam.MaxZoom = maxZoom;
|
||||
}));
|
||||
|
||||
commands.Add(new Command("waterparams", "waterparams [distortionscalex] [distortionscaley] [distortionstrengthx] [distortionstrengthy] [bluramount]: default 0.5 0.5 0.5 0.5 1", (string[] args) =>
|
||||
{
|
||||
float distortScaleX = 0.5f, distortScaleY = 0.5f;
|
||||
float distortStrengthX = 0.5f, distortStrengthY = 0.5f;
|
||||
float blurAmount = 0.0f;
|
||||
if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleX);
|
||||
if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleY);
|
||||
if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthX);
|
||||
if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthY);
|
||||
if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out blurAmount);
|
||||
WaterRenderer.DistortionScale = new Vector2(distortScaleX, distortScaleY);
|
||||
WaterRenderer.DistortionStrength = new Vector2(distortStrengthX, distortStrengthY);
|
||||
WaterRenderer.BlurAmount = blurAmount;
|
||||
}));
|
||||
|
||||
|
||||
commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) =>
|
||||
{
|
||||
//TODO: maybe do this automatically during loading when possible?
|
||||
if (Screen.Selected == GameMain.SubEditorScreen)
|
||||
{
|
||||
if (!MapEntity.SelectedAny)
|
||||
{
|
||||
ThrowError("You have to select item(s) first!");
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var mapEntity in MapEntity.SelectedList)
|
||||
{
|
||||
if (mapEntity is Item item)
|
||||
{
|
||||
item.Rect = new Rectangle(item.Rect.X, item.Rect.Y,
|
||||
(int)(item.Prefab.sprite.size.X * item.Prefab.Scale),
|
||||
(int)(item.Prefab.sprite.size.Y * item.Prefab.Scale));
|
||||
}
|
||||
else if (mapEntity is Structure structure)
|
||||
{
|
||||
if (!structure.ResizeHorizontal)
|
||||
{
|
||||
structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
|
||||
(int)structure.Prefab.ScaledSize.X,
|
||||
structure.Rect.Height);
|
||||
}
|
||||
if (!structure.ResizeVertical)
|
||||
{
|
||||
structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
|
||||
structure.Rect.Width,
|
||||
(int)structure.Prefab.ScaledSize.Y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}, isCheat: false));
|
||||
#endif
|
||||
|
||||
GameMain.Config.SaveNewPlayerConfig();
|
||||
|
||||
commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
|
||||
{
|
||||
string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt";
|
||||
string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml";
|
||||
|
||||
string[] lines;
|
||||
try
|
||||
{
|
||||
lines = File.ReadAllLines(sourcePath);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
ThrowError("Reading the file \"" + sourcePath + "\" failed.", e);
|
||||
return;
|
||||
}
|
||||
var doc = XMLExtensions.TryLoadXml(destinationPath);
|
||||
int i = 0;
|
||||
foreach (XElement element in doc.Root.Elements())
|
||||
{
|
||||
if (i >= lines.Length)
|
||||
{
|
||||
ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file.");
|
||||
return;
|
||||
}
|
||||
element.Value = lines[i];
|
||||
i++;
|
||||
}
|
||||
doc.Save(destinationPath);
|
||||
},
|
||||
() =>
|
||||
{
|
||||
var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/"));
|
||||
return new string[][]
|
||||
{
|
||||
files.Where(f => Path.GetExtension(f)==".txt").ToArray(),
|
||||
files.Where(f => Path.GetExtension(f)==".xml").ToArray()
|
||||
};
|
||||
}));
|
||||
|
||||
commands.Add(new Command("updatetextfile", "updatetextfile [sourcefile] [destinationfile]: Inserts all the xml elements that are only present in the source file into the destination file. Can be used to update outdated translation files more easily.", (string[] args) =>
|
||||
{
|
||||
if (args.Length < 2) return;
|
||||
string sourcePath = args[0];
|
||||
string destinationPath = args[1];
|
||||
|
||||
var sourceDoc = XMLExtensions.TryLoadXml(sourcePath);
|
||||
var destinationDoc = XMLExtensions.TryLoadXml(destinationPath);
|
||||
|
||||
XElement destinationElement = destinationDoc.Root.Elements().First();
|
||||
foreach (XElement element in sourceDoc.Root.Elements())
|
||||
{
|
||||
if (destinationDoc.Root.Element(element.Name) == null)
|
||||
{
|
||||
element.Value = "!!!!!!!!!!!!!" + element.Value;
|
||||
destinationElement.AddAfterSelf(element);
|
||||
}
|
||||
XNode nextNode = destinationElement.NextNode;
|
||||
while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
|
||||
destinationElement = nextNode as XElement;
|
||||
}
|
||||
destinationDoc.Save(destinationPath);
|
||||
},
|
||||
() =>
|
||||
{
|
||||
var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray();
|
||||
return new string[][]
|
||||
{
|
||||
files,
|
||||
files
|
||||
};
|
||||
}));
|
||||
|
||||
commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
|
||||
{
|
||||
string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
|
||||
List<string> lines = new List<string>();
|
||||
foreach (MapEntityPrefab me in MapEntityPrefab.List)
|
||||
{
|
||||
lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
|
||||
lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
|
||||
}
|
||||
File.WriteAllLines(filePath, lines);
|
||||
}));
|
||||
#if DEBUG
|
||||
commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) =>
|
||||
{
|
||||
if (args.Length != 1) return;
|
||||
TextManager.CheckForDuplicates(args[0]);
|
||||
}));
|
||||
|
||||
commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) =>
|
||||
{
|
||||
TextManager.WriteToCSV();
|
||||
NPCConversation.WriteToCSV();
|
||||
}));
|
||||
#endif
|
||||
|
||||
commands.Add(new Command("cleanbuild", "", (string[] args) =>
|
||||
{
|
||||
GameMain.Config.MusicVolume = 0.5f;
|
||||
GameMain.Config.SoundVolume = 0.5f;
|
||||
NewMessage("Music and sound volume set to 0.5", Color.Green);
|
||||
|
||||
commands.Add(new Command("camerasettings", "camerasettings [defaultzoom] [zoomsmoothness] [movesmoothness] [minzoom] [maxzoom]: debug command for testing camera settings. The values default to 1.1, 8.0, 8.0, 0.1 and 2.0.", (string[] args) =>
|
||||
{
|
||||
float defaultZoom = Screen.Selected.Cam.DefaultZoom;
|
||||
if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out defaultZoom);
|
||||
|
||||
float zoomSmoothness = Screen.Selected.Cam.ZoomSmoothness;
|
||||
if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out zoomSmoothness);
|
||||
float moveSmoothness = Screen.Selected.Cam.MoveSmoothness;
|
||||
if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out moveSmoothness);
|
||||
|
||||
float minZoom = Screen.Selected.Cam.MinZoom;
|
||||
if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out minZoom);
|
||||
float maxZoom = Screen.Selected.Cam.MaxZoom;
|
||||
if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out maxZoom);
|
||||
|
||||
Screen.Selected.Cam.DefaultZoom = defaultZoom;
|
||||
Screen.Selected.Cam.ZoomSmoothness = zoomSmoothness;
|
||||
Screen.Selected.Cam.MoveSmoothness = moveSmoothness;
|
||||
Screen.Selected.Cam.MinZoom = minZoom;
|
||||
Screen.Selected.Cam.MaxZoom = maxZoom;
|
||||
}));
|
||||
|
||||
commands.Add(new Command("waterparams", "waterparams [distortionscalex] [distortionscaley] [distortionstrengthx] [distortionstrengthy] [bluramount]: default 0.5 0.5 0.5 0.5 1", (string[] args) =>
|
||||
{
|
||||
float distortScaleX = 0.5f, distortScaleY = 0.5f;
|
||||
float distortStrengthX = 0.5f, distortStrengthY = 0.5f;
|
||||
float blurAmount = 0.0f;
|
||||
if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleX);
|
||||
if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleY);
|
||||
if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthX);
|
||||
if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthY);
|
||||
if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out blurAmount);
|
||||
WaterRenderer.DistortionScale = new Vector2(distortScaleX, distortScaleY);
|
||||
WaterRenderer.DistortionStrength = new Vector2(distortStrengthX, distortStrengthY);
|
||||
WaterRenderer.BlurAmount = blurAmount;
|
||||
}));
|
||||
|
||||
|
||||
commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) =>
|
||||
{
|
||||
//TODO: maybe do this automatically during loading when possible?
|
||||
if (Screen.Selected == GameMain.SubEditorScreen)
|
||||
{
|
||||
if (!MapEntity.SelectedAny)
|
||||
{
|
||||
ThrowError("You have to select item(s) first!");
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var mapEntity in MapEntity.SelectedList)
|
||||
{
|
||||
if (mapEntity is Item item)
|
||||
{
|
||||
item.Rect = new Rectangle(item.Rect.X, item.Rect.Y,
|
||||
(int)(item.Prefab.sprite.size.X * item.Prefab.Scale),
|
||||
(int)(item.Prefab.sprite.size.Y * item.Prefab.Scale));
|
||||
}
|
||||
else if (mapEntity is Structure structure)
|
||||
{
|
||||
if (!structure.ResizeHorizontal)
|
||||
{
|
||||
structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
|
||||
(int)structure.Prefab.ScaledSize.X,
|
||||
structure.Rect.Height);
|
||||
}
|
||||
if (!structure.ResizeVertical)
|
||||
{
|
||||
structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
|
||||
structure.Rect.Width,
|
||||
(int)structure.Prefab.ScaledSize.Y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}, isCheat: false));
|
||||
#endif
|
||||
|
||||
GameMain.Config.SaveNewPlayerConfig();
|
||||
|
||||
commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
|
||||
{
|
||||
string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt";
|
||||
string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml";
|
||||
|
||||
string[] lines;
|
||||
try
|
||||
{
|
||||
lines = File.ReadAllLines(sourcePath);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
ThrowError("Reading the file \"" + sourcePath + "\" failed.", e);
|
||||
return;
|
||||
}
|
||||
var doc = XMLExtensions.TryLoadXml(destinationPath);
|
||||
int i = 0;
|
||||
foreach (XElement element in doc.Root.Elements())
|
||||
{
|
||||
if (i >= lines.Length)
|
||||
{
|
||||
ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file.");
|
||||
return;
|
||||
}
|
||||
element.Value = lines[i];
|
||||
i++;
|
||||
}
|
||||
doc.Save(destinationPath);
|
||||
},
|
||||
() =>
|
||||
{
|
||||
var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/"));
|
||||
return new string[][]
|
||||
{
|
||||
files.Where(f => Path.GetExtension(f)==".txt").ToArray(),
|
||||
files.Where(f => Path.GetExtension(f)==".xml").ToArray()
|
||||
};
|
||||
}));
|
||||
|
||||
commands.Add(new Command("updatetextfile", "updatetextfile [sourcefile] [destinationfile]: Inserts all the xml elements that are only present in the source file into the destination file. Can be used to update outdated translation files more easily.", (string[] args) =>
|
||||
{
|
||||
if (args.Length < 2) return;
|
||||
string sourcePath = args[0];
|
||||
string destinationPath = args[1];
|
||||
|
||||
var sourceDoc = XMLExtensions.TryLoadXml(sourcePath);
|
||||
var destinationDoc = XMLExtensions.TryLoadXml(destinationPath);
|
||||
|
||||
XElement destinationElement = destinationDoc.Root.Elements().First();
|
||||
foreach (XElement element in sourceDoc.Root.Elements())
|
||||
{
|
||||
if (destinationDoc.Root.Element(element.Name) == null)
|
||||
{
|
||||
element.Value = "!!!!!!!!!!!!!" + element.Value;
|
||||
destinationElement.AddAfterSelf(element);
|
||||
}
|
||||
XNode nextNode = destinationElement.NextNode;
|
||||
while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
|
||||
destinationElement = nextNode as XElement;
|
||||
}
|
||||
destinationDoc.Save(destinationPath);
|
||||
},
|
||||
() =>
|
||||
{
|
||||
var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray();
|
||||
return new string[][]
|
||||
{
|
||||
files,
|
||||
files
|
||||
};
|
||||
}));
|
||||
|
||||
commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
|
||||
{
|
||||
string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
|
||||
List<string> lines = new List<string>();
|
||||
foreach (MapEntityPrefab me in MapEntityPrefab.List)
|
||||
{
|
||||
lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
|
||||
lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
|
||||
}
|
||||
File.WriteAllLines(filePath, lines);
|
||||
}));
|
||||
#if DEBUG
|
||||
commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) =>
|
||||
{
|
||||
if (args.Length != 1) return;
|
||||
TextManager.CheckForDuplicates(args[0]);
|
||||
}));
|
||||
|
||||
commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) =>
|
||||
{
|
||||
TextManager.WriteToCSV();
|
||||
NPCConversation.WriteToCSV();
|
||||
}));
|
||||
|
||||
commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
|
||||
{
|
||||
|
||||
@@ -1580,12 +1580,12 @@ namespace Barotrauma
|
||||
|
||||
public static void PlayUISound(GUISoundType soundType)
|
||||
{
|
||||
if (sounds == null) return;
|
||||
if (sounds == null) { return; }
|
||||
|
||||
int soundIndex = (int)soundType;
|
||||
if (soundIndex < 0 || soundIndex >= sounds.Length) return;
|
||||
if (soundIndex < 0 || soundIndex >= sounds.Length) { return; }
|
||||
|
||||
sounds[soundIndex].Play(null, "ui");
|
||||
sounds[soundIndex]?.Play(null, "ui");
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
@@ -95,21 +95,54 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
|
||||
reportButtonFrame = new GUILayoutGroup(new RectTransform(
|
||||
new Point((HUDLayoutSettings.CrewArea.Height - (int)((reports.Count - 1) * 5 * GUI.Scale)) / reports.Count, HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform))
|
||||
{
|
||||
AbsoluteSpacing = (int)(5 * GUI.Scale),
|
||||
UserData = "reportbuttons",
|
||||
CanBeFocused = false
|
||||
};
|
||||
|
||||
//report buttons
|
||||
foreach (Order order in reports)
|
||||
{
|
||||
if (!order.TargetAllCharacters || order.SymbolSprite == null) continue;
|
||||
var btn = new GUIButton(new RectTransform(new Point(reportButtonFrame.Rect.Width), reportButtonFrame.RectTransform), style: null)
|
||||
{
|
||||
OnClicked = (GUIButton button, object userData) =>
|
||||
{
|
||||
if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
|
||||
SetCharacterOrder(null, order, null, Character.Controlled);
|
||||
return true;
|
||||
},
|
||||
UserData = order,
|
||||
ToolTip = order.Name
|
||||
};
|
||||
|
||||
new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
|
||||
{
|
||||
Color = Color.Red * 0.8f,
|
||||
HoverColor = Color.Red * 1.0f,
|
||||
PressedColor = Color.Red * 0.6f,
|
||||
UserData = "highlighted",
|
||||
CanBeFocused = false,
|
||||
Visible = false
|
||||
};
|
||||
|
||||
var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite, scaleToFit: true)
|
||||
{
|
||||
Color = order.Color,
|
||||
HoverColor = Color.Lerp(order.Color, Color.White, 0.5f),
|
||||
ToolTip = order.Name
|
||||
};
|
||||
}
|
||||
|
||||
screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
|
||||
prevUIScale = GUI.Scale;
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region Character list management
|
||||
|
||||
public Rectangle GetCharacterListArea()
|
||||
{
|
||||
return characterListBox.Rect;
|
||||
}
|
||||
|
||||
partial void InitProjectSpecific()
|
||||
{
|
||||
guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
|
||||
@@ -1296,6 +1329,31 @@ namespace Barotrauma
|
||||
|
||||
if (GameMain.NetworkMember != null) GameMain.Client.SelectCrewCharacter(character, previewPlayer);
|
||||
|
||||
ToggleReportButton("reportintruders", hasIntruders);
|
||||
|
||||
foreach (GUIComponent reportButton in reportButtonFrame.Children)
|
||||
{
|
||||
var highlight = reportButton.GetChildByUserData("highlighted");
|
||||
if (highlight.Visible)
|
||||
{
|
||||
highlight.RectTransform.LocalScale = new Vector2(1.25f + (float)Math.Sin(Timing.TotalTime * 5.0f) * 0.25f);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
reportButtonFrame.Visible = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Should report buttons be visible on the screen atm?
|
||||
/// </summary>
|
||||
private bool ReportButtonsVisible()
|
||||
{
|
||||
return CharacterHealth.OpenHealthWindow == null;
|
||||
}
|
||||
|
||||
private bool ReportButtonClicked(GUIButton button, object userData)
|
||||
{
|
||||
//order targeted to all characters
|
||||
|
||||
@@ -626,28 +626,6 @@ namespace Barotrauma
|
||||
|
||||
new GUIMessageBox(TextManager.Get("RestartRequiredLabel"), TextManager.Get("RestartRequiredLanguage"));
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
//spacing
|
||||
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), generalLayoutGroup.RectTransform), style: null);
|
||||
|
||||
new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomLeft),
|
||||
TextManager.Get("Cancel"))
|
||||
{
|
||||
IgnoreLayoutGroups = true,
|
||||
OnClicked = (x, y) =>
|
||||
{
|
||||
if (UnsavedSettings)
|
||||
{
|
||||
LoadPlayerConfig();
|
||||
}
|
||||
if (Screen.Selected == GameMain.MainMenuScreen) GameMain.MainMenuScreen.ReturnToMainMenu(null, null);
|
||||
GUI.SettingsMenuOpen = false;
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
//spacing
|
||||
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), generalLayoutGroup.RectTransform), style: null);
|
||||
|
||||
|
||||
@@ -184,63 +184,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyTo(RectTransform target)
|
||||
{
|
||||
if (RelativeOffset.HasValue)
|
||||
{
|
||||
target.RelativeOffset = RelativeOffset.Value;
|
||||
}
|
||||
else if (AbsoluteOffset.HasValue)
|
||||
{
|
||||
target.AbsoluteOffset = AbsoluteOffset.Value;
|
||||
}
|
||||
if (RelativeSize.HasValue)
|
||||
{
|
||||
target.RelativeSize = RelativeSize.Value;
|
||||
}
|
||||
else if (AbsoluteSize.HasValue)
|
||||
{
|
||||
target.NonScaledSize = AbsoluteSize.Value;
|
||||
}
|
||||
if (Anchor.HasValue)
|
||||
{
|
||||
target.Anchor = Anchor.Value;
|
||||
}
|
||||
if (Pivot.HasValue)
|
||||
{
|
||||
target.Pivot = Pivot.Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor);
|
||||
}
|
||||
target.RecalculateChildren(true, true);
|
||||
}
|
||||
}
|
||||
|
||||
public GUIFrame GuiFrame { get; protected set; }
|
||||
|
||||
[Serialize(false, false)]
|
||||
public bool AllowUIOverlap
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private ItemComponent linkToUIComponent;
|
||||
[Serialize("", false)]
|
||||
public string LinkUIToComponent
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(0, false)]
|
||||
public int HudPriority
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private bool shouldMuffleLooping;
|
||||
|
||||
@@ -597,8 +597,9 @@ namespace Barotrauma
|
||||
if (HasInGameEditableProperties ||
|
||||
Screen.Selected == GameMain.SubEditorScreen)
|
||||
{
|
||||
GUIComponent prevEditingHUD = editingHUD;
|
||||
UpdateEditing(cam);
|
||||
editingHUDCreated = editingHUD != null;
|
||||
editingHUDCreated = editingHUD != null && editingHUD != prevEditingHUD;
|
||||
}
|
||||
|
||||
List<ItemComponent> prevActiveHUDs = new List<ItemComponent>(activeHUDs);
|
||||
|
||||
@@ -39,7 +39,7 @@ namespace Barotrauma
|
||||
public Sprite PreviewImage;
|
||||
|
||||
private static List<RoundSound> roundSounds = null;
|
||||
public static RoundSound LoadRoundSound(XElement element, bool stream=false)
|
||||
public static RoundSound LoadRoundSound(XElement element, bool stream = false)
|
||||
{
|
||||
string filename = element.GetAttributeString("file", "");
|
||||
if (string.IsNullOrEmpty(filename)) filename = element.GetAttributeString("sound", "");
|
||||
@@ -66,6 +66,7 @@ namespace Barotrauma
|
||||
try
|
||||
{
|
||||
existingSound = GameMain.SoundManager.LoadSound(filename, stream);
|
||||
if (existingSound == null) { return null; }
|
||||
}
|
||||
catch (FileNotFoundException e)
|
||||
{
|
||||
|
||||
@@ -814,7 +814,7 @@ namespace Barotrauma.Networking
|
||||
steamAuthTicket = null;
|
||||
|
||||
string disconnectMsg = inc.ReadString();
|
||||
string[] splitMsg = disconnectMsg.Split(';');
|
||||
string[] splitMsg = disconnectMsg.Split('/');
|
||||
DisconnectReason disconnectReason = DisconnectReason.Unknown;
|
||||
if (splitMsg.Length > 0) Enum.TryParse(splitMsg[0], out disconnectReason);
|
||||
|
||||
@@ -1110,7 +1110,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
GameMain.GameScreen.Select();
|
||||
|
||||
AddChatMessage($"ServerMessage.HowToCommunicate_[chatbutton]={GameMain.Config.KeyBind(InputType.Chat).ToString()}_[radiobutton]={GameMain.Config.KeyBind(InputType.RadioChat).ToString()}", ChatMessageType.Server);
|
||||
AddChatMessage($"ServerMessage.HowToCommunicate~[chatbutton]={GameMain.Config.KeyBind(InputType.Chat).ToString()}~[radiobutton]={GameMain.Config.KeyBind(InputType.RadioChat).ToString()}", ChatMessageType.Server);
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using Lidgren.Network;
|
||||
using OpenTK.Audio.OpenAL;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Threading;
|
||||
|
||||
@@ -66,7 +67,14 @@ namespace Barotrauma.Networking
|
||||
|
||||
if (captureDevice == IntPtr.Zero)
|
||||
{
|
||||
new GUIMessageBox(TextManager.Get("Error"), TextManager.Get("VoipCaptureDeviceNotFound"));
|
||||
if (!GUIMessageBox.MessageBoxes.Any(mb => mb.UserData as string == "capturedevicenotfound"))
|
||||
{
|
||||
new GUIMessageBox(TextManager.Get("Error"), TextManager.Get("VoipCaptureDeviceNotFound"))
|
||||
{
|
||||
UserData = "capturedevicenotfound"
|
||||
};
|
||||
}
|
||||
GameMain.Config.VoiceSetting = GameSettings.VoiceMode.Disabled;
|
||||
Instance?.Dispose();
|
||||
Instance = null;
|
||||
return;
|
||||
|
||||
@@ -401,43 +401,6 @@ namespace Barotrauma
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
UpdateJointCreation();
|
||||
if (PlayerInput.KeyHit(Keys.Left))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.X--;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Right))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.X++;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Down))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.Y++;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Up))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.Y--;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!isFreezed)
|
||||
{
|
||||
|
||||
@@ -505,7 +505,7 @@ namespace Barotrauma
|
||||
" -ownerkey " + ownerKey.ToString();
|
||||
|
||||
string filename = "DedicatedServer.exe";
|
||||
#if LINUX
|
||||
#if LINUX || OSX
|
||||
filename = "mono";
|
||||
arguments = "./DedicatedServer.exe " + arguments;
|
||||
#endif
|
||||
|
||||
@@ -440,15 +440,7 @@ namespace Barotrauma
|
||||
{
|
||||
OnSelected = VotableClicked
|
||||
};
|
||||
|
||||
#if !DEBUG
|
||||
new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.05f), midInfoColumn.RectTransform),
|
||||
"Coming up: Multiplayer campaign", textAlignment: Alignment.Center, style: "ListBoxElement")
|
||||
{
|
||||
ToolTip = "Multiplayer campaign mode is not available in this version of Barotrauma. Coming up in the Early Access release!"
|
||||
};
|
||||
#endif
|
||||
|
||||
|
||||
voteText = new GUITextBlock(new RectTransform(new Vector2(0.5f, 1.0f), modeLabel.RectTransform, Anchor.TopRight),
|
||||
TextManager.Get("Votes"), textAlignment: Alignment.CenterRight)
|
||||
{
|
||||
|
||||
@@ -12,6 +12,12 @@ namespace Barotrauma.Sounds
|
||||
public class SoundManager : IDisposable
|
||||
{
|
||||
public const int SOURCE_COUNT = 32;
|
||||
|
||||
public bool Disabled
|
||||
{
|
||||
Default = 0,
|
||||
Voice = 1
|
||||
}
|
||||
|
||||
private IntPtr alcDevice;
|
||||
private OpenTK.ContextHandle alcContext;
|
||||
@@ -21,7 +27,7 @@ namespace Barotrauma.Sounds
|
||||
Default = 0,
|
||||
Voice = 1
|
||||
}
|
||||
private SoundSourcePool[] sourcePools;
|
||||
private readonly SoundSourcePool[] sourcePools;
|
||||
|
||||
private List<Sound> loadedSounds;
|
||||
private readonly SoundChannel[][] playingChannels = new SoundChannel[2][];
|
||||
@@ -34,6 +40,7 @@ namespace Barotrauma.Sounds
|
||||
get { return listenerPosition; }
|
||||
set
|
||||
{
|
||||
if (Disabled) { return; }
|
||||
listenerPosition = value;
|
||||
AL.Listener(ALListener3f.Position,value.X,value.Y,value.Z);
|
||||
ALError alError = AL.GetError();
|
||||
@@ -44,12 +51,13 @@ namespace Barotrauma.Sounds
|
||||
}
|
||||
}
|
||||
|
||||
private float[] listenerOrientation;
|
||||
private float[] listenerOrientation = new float[6];
|
||||
public Vector3 ListenerTargetVector
|
||||
{
|
||||
get { return new Vector3(listenerOrientation[0], listenerOrientation[1], listenerOrientation[2]); }
|
||||
set
|
||||
{
|
||||
if (Disabled) { return; }
|
||||
listenerOrientation[0] = value.X; listenerOrientation[1] = value.Y; listenerOrientation[2] = value.Z;
|
||||
AL.Listener(ALListenerfv.Orientation, ref listenerOrientation);
|
||||
ALError alError = AL.GetError();
|
||||
@@ -64,6 +72,7 @@ namespace Barotrauma.Sounds
|
||||
get { return new Vector3(listenerOrientation[3], listenerOrientation[4], listenerOrientation[5]); }
|
||||
set
|
||||
{
|
||||
if (Disabled) { return; }
|
||||
listenerOrientation[3] = value.X; listenerOrientation[4] = value.Y; listenerOrientation[5] = value.Z;
|
||||
AL.Listener(ALListenerfv.Orientation, ref listenerOrientation);
|
||||
ALError alError = AL.GetError();
|
||||
@@ -80,6 +89,7 @@ namespace Barotrauma.Sounds
|
||||
get { return listenerGain; }
|
||||
set
|
||||
{
|
||||
if (Disabled) { return; }
|
||||
if (Math.Abs(ListenerGain - value) < 0.001f) { return; }
|
||||
listenerGain = value;
|
||||
AL.Listener(ALListenerf.Gain, listenerGain);
|
||||
@@ -100,20 +110,20 @@ namespace Barotrauma.Sounds
|
||||
get { return loadedSounds.Select(s => s.Filename).Distinct().Count(); }
|
||||
}
|
||||
|
||||
private Dictionary<string, Pair<float,bool>> categoryModifiers;
|
||||
private Dictionary<string, Pair<float, bool>> categoryModifiers;
|
||||
|
||||
public SoundManager()
|
||||
{
|
||||
loadedSounds = new List<Sound>();
|
||||
|
||||
streamingThread = null;
|
||||
|
||||
categoryModifiers = null;
|
||||
|
||||
alcDevice = Alc.OpenDevice(null);
|
||||
if (alcDevice == null)
|
||||
{
|
||||
throw new Exception("Failed to open an ALC device!");
|
||||
DebugConsole.ThrowError("Failed to open an ALC device! Disabling audio playback...");
|
||||
Disabled = true;
|
||||
return;
|
||||
}
|
||||
|
||||
AlcError alcError = Alc.GetError(alcDevice);
|
||||
@@ -122,13 +132,15 @@ namespace Barotrauma.Sounds
|
||||
//The audio device probably wasn't ready, this happens quite often
|
||||
//Just wait a while and try again
|
||||
Thread.Sleep(100);
|
||||
|
||||
|
||||
alcDevice = Alc.OpenDevice(null);
|
||||
|
||||
alcError = Alc.GetError(alcDevice);
|
||||
if (alcError != AlcError.NoError)
|
||||
{
|
||||
throw new Exception("Error initializing ALC device: " + alcError.ToString());
|
||||
DebugConsole.ThrowError("Error initializing ALC device: " + alcError.ToString() + ". Disabling audio playback...");
|
||||
Disabled = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -136,18 +148,24 @@ namespace Barotrauma.Sounds
|
||||
alcContext = Alc.CreateContext(alcDevice, alcContextAttrs);
|
||||
if (alcContext == null)
|
||||
{
|
||||
throw new Exception("Failed to create an ALC context! (error code: "+Alc.GetError(alcDevice).ToString()+")");
|
||||
DebugConsole.ThrowError("Failed to create an ALC context! (error code: " + Alc.GetError(alcDevice).ToString() + "). Disabling audio playback...");
|
||||
Disabled = true;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (!Alc.MakeContextCurrent(alcContext))
|
||||
{
|
||||
throw new Exception("Failed to assign the current ALC context! (error code: " + Alc.GetError(alcDevice).ToString() + ")");
|
||||
DebugConsole.ThrowError("Failed to assign the current ALC context! (error code: " + Alc.GetError(alcDevice).ToString() + "). Disabling audio playback...");
|
||||
Disabled = true;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
alcError = Alc.GetError(alcDevice);
|
||||
if (alcError != AlcError.NoError)
|
||||
{
|
||||
throw new Exception("Error after assigning ALC context: " + alcError.ToString());
|
||||
DebugConsole.ThrowError("Error after assigning ALC context: " + alcError.ToString() + ". Disabling audio playback...");
|
||||
Disabled = true;
|
||||
return;
|
||||
}
|
||||
|
||||
ALError alError = ALError.NoError;
|
||||
@@ -164,10 +182,11 @@ namespace Barotrauma.Sounds
|
||||
alError = AL.GetError();
|
||||
if (alError != ALError.NoError)
|
||||
{
|
||||
throw new Exception("Error setting distance model: " + AL.GetErrorString(alError));
|
||||
DebugConsole.ThrowError("Error setting distance model: " + AL.GetErrorString(alError) + ". Disabling audio playback...");
|
||||
Disabled = true;
|
||||
return;
|
||||
}
|
||||
|
||||
listenerOrientation = new float[6];
|
||||
|
||||
ListenerPosition = Vector3.Zero;
|
||||
ListenerTargetVector = new Vector3(0.0f, 0.0f, 1.0f);
|
||||
ListenerUpVector = new Vector3(0.0f, -1.0f, 0.0f);
|
||||
@@ -175,6 +194,8 @@ namespace Barotrauma.Sounds
|
||||
|
||||
public Sound LoadSound(string filename, bool stream = false)
|
||||
{
|
||||
if (Disabled) { return null; }
|
||||
|
||||
if (!File.Exists(filename))
|
||||
{
|
||||
throw new FileNotFoundException("Sound file \"" + filename + "\" doesn't exist!");
|
||||
@@ -187,6 +208,8 @@ namespace Barotrauma.Sounds
|
||||
|
||||
public Sound LoadSound(XElement element, bool stream = false)
|
||||
{
|
||||
if (Disabled) { return null; }
|
||||
|
||||
string filePath = element.GetAttributeString("file", "");
|
||||
if (!File.Exists(filePath))
|
||||
{
|
||||
@@ -208,13 +231,13 @@ namespace Barotrauma.Sounds
|
||||
|
||||
public SoundChannel GetSoundChannelFromIndex(SourcePoolIndex poolIndex, int ind)
|
||||
{
|
||||
if (ind < 0 || ind >= playingChannels[(int)poolIndex].Length) return null;
|
||||
if (Disabled || ind < 0 || ind >= playingChannels[(int)poolIndex].Length) return null;
|
||||
return playingChannels[(int)poolIndex][ind];
|
||||
}
|
||||
|
||||
public uint GetSourceFromIndex(SourcePoolIndex poolIndex, int srcInd)
|
||||
{
|
||||
if (srcInd < 0 || srcInd >= sourcePools[(int)poolIndex].ALSources.Length) return 0;
|
||||
if (Disabled || srcInd < 0 || srcInd >= sourcePools[(int)poolIndex].ALSources.Length) return 0;
|
||||
|
||||
if (!AL.IsSource(sourcePools[(int)poolIndex].ALSources[srcInd]))
|
||||
{
|
||||
@@ -226,6 +249,8 @@ namespace Barotrauma.Sounds
|
||||
|
||||
public int AssignFreeSourceToChannel(SoundChannel newChannel)
|
||||
{
|
||||
if (Disabled) { return -1; }
|
||||
|
||||
lock (playingChannels)
|
||||
{
|
||||
//remove a channel that has stopped
|
||||
@@ -244,7 +269,6 @@ namespace Barotrauma.Sounds
|
||||
//we couldn't get a free source to assign to this channel!
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
public void DebugSource(int ind)
|
||||
@@ -259,6 +283,7 @@ namespace Barotrauma.Sounds
|
||||
|
||||
public bool IsPlaying(Sound sound)
|
||||
{
|
||||
if (Disabled) { return false; }
|
||||
lock (playingChannels)
|
||||
{
|
||||
for (int i = 0; i < playingChannels[(int)sound.SourcePoolIndex].Length; i++)
|
||||
@@ -275,6 +300,7 @@ namespace Barotrauma.Sounds
|
||||
|
||||
public int CountPlayingInstances(Sound sound)
|
||||
{
|
||||
if (Disabled) { return 0; }
|
||||
int count = 0;
|
||||
lock (playingChannels)
|
||||
{
|
||||
@@ -289,9 +315,11 @@ namespace Barotrauma.Sounds
|
||||
}
|
||||
return count;
|
||||
}
|
||||
#endif
|
||||
|
||||
public SoundChannel GetChannelFromSound(Sound sound)
|
||||
{
|
||||
if (Disabled) { return null; }
|
||||
lock (playingChannels)
|
||||
{
|
||||
for (int i = 0; i < playingChannels[(int)sound.SourcePoolIndex].Length; i++)
|
||||
@@ -308,6 +336,7 @@ namespace Barotrauma.Sounds
|
||||
|
||||
public void KillChannels(Sound sound)
|
||||
{
|
||||
if (Disabled) { return; }
|
||||
lock (playingChannels)
|
||||
{
|
||||
for (int i = 0; i < playingChannels[(int)sound.SourcePoolIndex].Length; i++)
|
||||
@@ -335,6 +364,7 @@ namespace Barotrauma.Sounds
|
||||
|
||||
public void SetCategoryGainMultiplier(string category, float gain)
|
||||
{
|
||||
if (Disabled) { return; }
|
||||
category = category.ToLower();
|
||||
if (categoryModifiers == null) categoryModifiers = new Dictionary<string, Pair<float, bool>>();
|
||||
if (!categoryModifiers.ContainsKey(category))
|
||||
@@ -362,6 +392,7 @@ namespace Barotrauma.Sounds
|
||||
|
||||
public float GetCategoryGainMultiplier(string category)
|
||||
{
|
||||
if (Disabled) { return 0.0f; }
|
||||
category = category.ToLower();
|
||||
if (categoryModifiers == null || !categoryModifiers.ContainsKey(category)) return 1.0f;
|
||||
return categoryModifiers[category].First;
|
||||
@@ -369,6 +400,8 @@ namespace Barotrauma.Sounds
|
||||
|
||||
public void SetCategoryMuffle(string category,bool muffle)
|
||||
{
|
||||
if (Disabled) { return; }
|
||||
|
||||
category = category.ToLower();
|
||||
|
||||
if (categoryModifiers == null) categoryModifiers = new Dictionary<string, Pair<float, bool>>();
|
||||
@@ -380,6 +413,7 @@ namespace Barotrauma.Sounds
|
||||
{
|
||||
categoryModifiers[category].Second = muffle;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < playingChannels.Length; i++)
|
||||
{
|
||||
@@ -395,6 +429,8 @@ namespace Barotrauma.Sounds
|
||||
|
||||
public bool GetCategoryMuffle(string category)
|
||||
{
|
||||
if (Disabled) { return false; }
|
||||
|
||||
category = category.ToLower();
|
||||
if (categoryModifiers == null || !categoryModifiers.ContainsKey(category)) return false;
|
||||
return categoryModifiers[category].Second;
|
||||
@@ -402,6 +438,7 @@ namespace Barotrauma.Sounds
|
||||
|
||||
public void InitStreamThread()
|
||||
{
|
||||
if (Disabled) { return; }
|
||||
if (streamingThread == null || streamingThread.ThreadState.HasFlag(ThreadState.Stopped))
|
||||
{
|
||||
streamingThread = new Thread(UpdateStreaming)
|
||||
@@ -446,6 +483,8 @@ namespace Barotrauma.Sounds
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (Disabled) { return; }
|
||||
|
||||
lock (playingChannels)
|
||||
{
|
||||
for (int i = 0; i < playingChannels.Length; i++)
|
||||
@@ -464,8 +503,8 @@ namespace Barotrauma.Sounds
|
||||
{
|
||||
loadedSounds[i].Dispose();
|
||||
}
|
||||
sourcePools[(int)SourcePoolIndex.Default].Dispose();
|
||||
sourcePools[(int)SourcePoolIndex.Voice].Dispose();
|
||||
sourcePools[(int)SourcePoolIndex.Default]?.Dispose();
|
||||
sourcePools[(int)SourcePoolIndex.Voice]?.Dispose();
|
||||
|
||||
if (!Alc.MakeContextCurrent(OpenTK.ContextHandle.Zero))
|
||||
{
|
||||
|
||||
@@ -126,7 +126,7 @@ namespace Barotrauma
|
||||
if (startUpSoundElement != null)
|
||||
{
|
||||
startUpSound = GameMain.SoundManager.LoadSound(startUpSoundElement, false);
|
||||
startUpSound.Play();
|
||||
startUpSound?.Play();
|
||||
}
|
||||
|
||||
yield return CoroutineStatus.Running;
|
||||
@@ -144,23 +144,22 @@ namespace Barotrauma
|
||||
switch (soundElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "music":
|
||||
musicClips.Add(new BackgroundMusic(soundElement));
|
||||
musicClips.AddIfNotNull(new BackgroundMusic(soundElement));
|
||||
break;
|
||||
case "splash":
|
||||
SplashSounds.Add(GameMain.SoundManager.LoadSound(soundElement, false));
|
||||
SplashSounds.AddIfNotNull(GameMain.SoundManager.LoadSound(soundElement, false));
|
||||
break;
|
||||
case "flow":
|
||||
FlowSounds.Add(GameMain.SoundManager.LoadSound(soundElement, false));
|
||||
FlowSounds.AddIfNotNull(GameMain.SoundManager.LoadSound(soundElement, false));
|
||||
break;
|
||||
case "waterambience":
|
||||
waterAmbiences.Add(GameMain.SoundManager.LoadSound(soundElement, false));
|
||||
waterAmbiences.AddIfNotNull(GameMain.SoundManager.LoadSound(soundElement, false));
|
||||
break;
|
||||
case "damagesound":
|
||||
Sound damageSound = GameMain.SoundManager.LoadSound(soundElement, false);
|
||||
if (damageSound == null) continue;
|
||||
if (damageSound == null) { continue; }
|
||||
|
||||
string damageSoundType = soundElement.GetAttributeString("damagesoundtype", "None");
|
||||
|
||||
damageSounds.Add(new DamageSound(
|
||||
damageSound,
|
||||
soundElement.GetAttributeVector2("damagerange", Vector2.Zero),
|
||||
@@ -174,7 +173,6 @@ namespace Barotrauma
|
||||
{
|
||||
miscSoundList.Add(new KeyValuePair<string, Sound>(soundElement.Name.ToString().ToLowerInvariant(), sound));
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -481,7 +479,7 @@ namespace Barotrauma
|
||||
|
||||
private static void UpdateMusic(float deltaTime)
|
||||
{
|
||||
if (musicClips == null) return;
|
||||
if (musicClips == null || GameMain.SoundManager.Disabled) { return; }
|
||||
|
||||
if (OverrideMusicType != null && OverrideMusicDuration.HasValue)
|
||||
{
|
||||
|
||||
275
Barotrauma/BarotraumaClient/WindowsClient.csproj
Normal file
275
Barotrauma/BarotraumaClient/WindowsClient.csproj
Normal file
@@ -0,0 +1,275 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">ReleaseWindows</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x64</Platform>
|
||||
<ProductVersion>8.0.30703</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{008C0F83-E914-4966-9135-EA885059EDD8}</ProjectGuid>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<AssemblyName>Barotrauma</AssemblyName>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<TargetFrameworkProfile />
|
||||
<ReleaseVersion>0.9.0.0</ReleaseVersion>
|
||||
<PublishUrl>publish\</PublishUrl>
|
||||
<Install>true</Install>
|
||||
<InstallFrom>Disk</InstallFrom>
|
||||
<UpdateEnabled>false</UpdateEnabled>
|
||||
<UpdateMode>Foreground</UpdateMode>
|
||||
<UpdateInterval>7</UpdateInterval>
|
||||
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
|
||||
<UpdatePeriodically>false</UpdatePeriodically>
|
||||
<UpdateRequired>false</UpdateRequired>
|
||||
<MapFileExtensions>true</MapFileExtensions>
|
||||
<ApplicationRevision>0</ApplicationRevision>
|
||||
<ApplicationVersion>0.1.0.%2a</ApplicationVersion>
|
||||
<UseApplicationTrust>false</UseApplicationTrust>
|
||||
<BootstrapperEnabled>true</BootstrapperEnabled>
|
||||
<NuGetPackageImportStamp>
|
||||
</NuGetPackageImportStamp>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'ReleaseWindows|x64'">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<OutputPath>..\bin\ReleaseWindows\</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS;CLIENT</DefineConstants>
|
||||
<Optimize>true</Optimize>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<PlatformTarget>x64</PlatformTarget>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'DebugWindows|x64'">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<OutputPath>..\bin\DebugWindows\</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS;CLIENT;DEBUG</DefineConstants>
|
||||
<DebugType>full</DebugType>
|
||||
<PlatformTarget>x64</PlatformTarget>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Concentus, Version=1.1.6.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\Concentus.1.1.7\lib\portable-net45+win+wpa81+wp80\Concentus.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="GameAnalytics.Mono, Version=1.0.6710.29255, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\lib\net45\GameAnalytics.Mono.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="MonoGame.Framework, Version=3.7.1.189, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\MonoGame.Framework.WindowsDX.3.7.1.189\lib\net45\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="NLog, Version=4.0.0.0, Culture=neutral, PublicKeyToken=5120e14c03d0593c, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\NLog.4.3.8\lib\net45\NLog.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="nVLC, Version=3.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\nVLC.3.0.0\lib\net40\nVLC.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="NVorbis, Version=0.8.6.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\NVorbis.0.8.6\lib\net35\NVorbis.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="OpenTK, Version=3.0.1.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\OpenTK.3.0.1\lib\net20\OpenTK.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PresentationCore" />
|
||||
<Reference Include="RestSharp, Version=105.2.3.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\RestSharp.105.2.3\lib\net45\RestSharp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SharpDX, Version=4.2.0.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\SharpDX.4.2.0\lib\net45\SharpDX.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SharpDX.Direct2D1, Version=4.2.0.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\SharpDX.Direct2D1.4.2.0\lib\net45\SharpDX.Direct2D1.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SharpDX.Direct3D11, Version=4.2.0.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\SharpDX.Direct3D11.4.2.0\lib\net45\SharpDX.Direct3D11.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SharpDX.Direct3D9, Version=4.2.0.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\SharpDX.Direct3D9.4.2.0\lib\net45\SharpDX.Direct3D9.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SharpDX.DXGI, Version=4.2.0.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\SharpDX.DXGI.4.2.0\lib\net45\SharpDX.DXGI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SharpDX.Mathematics, Version=4.2.0.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\SharpDX.Mathematics.4.2.0\lib\net45\SharpDX.Mathematics.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SharpDX.MediaFoundation, Version=4.2.0.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\SharpDX.MediaFoundation.4.2.0\lib\net45\SharpDX.MediaFoundation.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SharpDX.XAudio2, Version=4.2.0.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\SharpDX.XAudio2.4.2.0\lib\net45\SharpDX.XAudio2.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SharpDX.XInput, Version=4.2.0.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\SharpDX.XInput.4.2.0\lib\net45\SharpDX.XInput.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.ComponentModel.Composition" />
|
||||
<Reference Include="System.Data.SQLite, Version=1.0.102.0, Culture=neutral, PublicKeyToken=db937bc2d44ff139, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\lib\net45\System.Data.SQLite.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.IO.Compression" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Numerics" />
|
||||
<Reference Include="System.Runtime.InteropServices.RuntimeInformation, Version=4.0.1.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\System.Runtime.InteropServices.RuntimeInformation.4.3.0\lib\net45\System.Runtime.InteropServices.RuntimeInformation.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.Xml" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="freetype6.dll">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<Import Project="ClientCode.projitems" Label="Shared" />
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||||
<Import Project="..\BarotraumaShared\SharedCode.projitems" Label="Shared" />
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||||
<Import Project="..\BarotraumaShared\SharedContent.projitems" Label="Shared" />
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||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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||||
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||||
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||||
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||||
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
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||||
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||||
<Error Condition="!Exists('..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets'))" />
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||||
<Error Condition="!Exists('..\..\Libraries\NuGet\MonoGame.Framework.WindowsDX.3.7.1.189\build\MonoGame.Framework.WindowsDX.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\..\Libraries\NuGet\MonoGame.Framework.WindowsDX.3.7.1.189\build\MonoGame.Framework.WindowsDX.targets'))" />
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||||
</Target>
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||||
<Import Project="..\..\Libraries\NuGet\MonoGame.Framework.WindowsDX.3.7.1.189\build\MonoGame.Framework.WindowsDX.targets" Condition="Exists('..\..\Libraries\NuGet\MonoGame.Framework.WindowsDX.3.7.1.189\build\MonoGame.Framework.WindowsDX.targets')" />
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||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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||||
Other similar extension points exist, see Microsoft.Common.targets.
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
||||
Binary file not shown.
BIN
Barotrauma/BarotraumaClient/libopenal.so.1
Normal file
BIN
Barotrauma/BarotraumaClient/libopenal.so.1
Normal file
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BIN
Barotrauma/BarotraumaClient/libsteam_api.dylib
Normal file
BIN
Barotrauma/BarotraumaClient/libsteam_api.dylib
Normal file
Binary file not shown.
BIN
Barotrauma/BarotraumaClient/libsteam_api64.so
Normal file
BIN
Barotrauma/BarotraumaClient/libsteam_api64.so
Normal file
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|
||||
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|
||||
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||||
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||||
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||||
<package id="Microsoft.NETCore.Platforms" version="3.0.0-preview.19073.11" targetFramework="net45" />
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||||
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||||
<package id="MonoGame.Framework.WindowsDX" version="3.7.1.189" targetFramework="net45" />
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<package id="System.Collections" version="4.3.0" targetFramework="net45" />
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||||
<package id="System.Collections.Concurrent" version="4.3.0" targetFramework="net45" />
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||||
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||||
<package id="System.Diagnostics.Tools" version="4.3.0" targetFramework="net45" />
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||||
<package id="System.Diagnostics.Tracing" version="4.3.0" targetFramework="net45" />
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<package id="System.Globalization" version="4.3.0" targetFramework="net45" />
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||||
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||||
<package id="System.Linq" version="4.3.0" targetFramework="net45" />
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||||
<package id="System.Linq.Expressions" version="4.3.0" targetFramework="net45" />
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||||
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||||
<package id="System.Net.Primitives" version="4.3.0" targetFramework="net45" />
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||||
<package id="System.ObjectModel" version="4.3.0" targetFramework="net45" />
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||||
<package id="System.Reflection" version="4.3.0" targetFramework="net45" />
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||||
<package id="System.Reflection.Extensions" version="4.3.0" targetFramework="net45" />
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||||
<package id="System.Reflection.Primitives" version="4.3.0" targetFramework="net45" />
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||||
<package id="System.Resources.ResourceManager" version="4.3.0" targetFramework="net45" />
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||||
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||||
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||||
<package id="System.Runtime.InteropServices" version="4.3.0" targetFramework="net45" />
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||||
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||||
<package id="System.Runtime.Numerics" version="4.3.0" targetFramework="net45" />
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||||
<package id="System.Text.Encoding" version="4.3.0" targetFramework="net45" />
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||||
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||||
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||||
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||||
<package id="System.Threading.Tasks" version="4.3.0" targetFramework="net45" />
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||||
<package id="System.Xml.ReaderWriter" version="4.3.1" targetFramework="net45" />
|
||||
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|
||||
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|
||||
BIN
Barotrauma/BarotraumaClient/steam_api64.dll
Normal file
BIN
Barotrauma/BarotraumaClient/steam_api64.dll
Normal file
Binary file not shown.
@@ -1,14 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
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||||
<Project ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ProjectView>ShowAllFiles</ProjectView>
|
||||
<PublishUrlHistory>publish\</PublishUrlHistory>
|
||||
<InstallUrlHistory />
|
||||
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|
||||
<UpdateUrlHistory />
|
||||
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|
||||
<ErrorReportUrlHistory />
|
||||
<FallbackCulture>en-US</FallbackCulture>
|
||||
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|
||||
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|
||||
</Project>
|
||||
@@ -92,22 +92,29 @@
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
<SpecificVersion>False</SpecificVersion>
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||||
<HintPath>..\..\Libraries\NuGet\RestSharp.105.2.3\lib\net45\RestSharp.dll</HintPath>
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<Reference Include="Microsoft.CSharp" />
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||||
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|
||||
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||||
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||||
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|
||||
<HintPath>..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\lib\net45\GameAnalytics.Mono.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Data.SQLite">
|
||||
<HintPath>..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\lib\net45\System.Data.SQLite.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="RestSharp">
|
||||
<HintPath>..\..\Libraries\NuGet\RestSharp.105.2.3\lib\net45\RestSharp.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
@@ -120,8 +127,8 @@
|
||||
<Compile Include="Source\GameMain.cs" />
|
||||
<Compile Include="Source\GameSession\CrewManager.cs" />
|
||||
<Compile Include="Source\GameSession\GameModes\CharacterCampaignData.cs" />
|
||||
<Compile Include="Source\GameSession\GameModes\TraitorManager.cs" />
|
||||
<Compile Include="Source\GameSession\GameModes\MultiPlayerCampaign.cs" />
|
||||
<Compile Include="Source\GameSession\GameModes\TraitorManager.cs" />
|
||||
<Compile Include="Source\Items\Components\Door.cs" />
|
||||
<Compile Include="Source\Items\Components\ItemComponent.cs" />
|
||||
<Compile Include="Source\Items\Components\ItemLabel.cs" />
|
||||
@@ -206,24 +213,12 @@
|
||||
<ItemGroup>
|
||||
<WCFMetadata Include="Service References\" />
|
||||
</ItemGroup>
|
||||
<ItemGroup />
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup />
|
||||
<Import Project="..\BarotraumaShared\BarotraumaShared.projitems" Label="Shared" />
|
||||
<Import Project="..\BarotraumaShared\SharedCode.projitems" Label="Shared" />
|
||||
<Import Project="..\BarotraumaShared\SharedContent.projitems" Label="Shared" />
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets" Condition="Exists('..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets')" />
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
||||
<PropertyGroup>
|
||||
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
|
||||
</PropertyGroup>
|
||||
<Error Condition="!Exists('..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\..\Libraries\NuGet\GameAnalytics.Mono.SDK.1.1.12\build\net45\GameAnalytics.Mono.SDK.targets'))" />
|
||||
</Target>
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
||||
@@ -531,7 +531,7 @@ namespace Barotrauma.Networking
|
||||
*/
|
||||
if (connectedClient != null)
|
||||
{
|
||||
DisconnectClient(inc.SenderConnection, $"ServerMessage.HasDisconnected_[client]={connectedClient.Name}");
|
||||
DisconnectClient(inc.SenderConnection, $"ServerMessage.HasDisconnected~[client]={connectedClient.Name}");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -963,7 +963,7 @@ namespace Barotrauma.Networking
|
||||
if (kickedClient != null)
|
||||
{
|
||||
Log("Client \"" + sender.Name + "\" kicked \"" + kickedClient.Name + "\".", ServerLog.MessageType.ServerMessage);
|
||||
KickClient(kickedClient, string.IsNullOrEmpty(kickReason) ? $"ServerMessage.KickedBy_[initiator]={sender.Name}" : kickReason);
|
||||
KickClient(kickedClient, string.IsNullOrEmpty(kickReason) ? $"ServerMessage.KickedBy~[initiator]={sender.Name}" : kickReason);
|
||||
}
|
||||
break;
|
||||
case ClientPermissions.Ban:
|
||||
@@ -978,11 +978,11 @@ namespace Barotrauma.Networking
|
||||
Log("Client \"" + sender.Name + "\" banned \"" + bannedClient.Name + "\".", ServerLog.MessageType.ServerMessage);
|
||||
if (durationSeconds > 0)
|
||||
{
|
||||
BanClient(bannedClient, string.IsNullOrEmpty(banReason) ? $"ServerMessage.BannedBy_[initiator]={sender.Name}" : banReason, range, TimeSpan.FromSeconds(durationSeconds));
|
||||
BanClient(bannedClient, string.IsNullOrEmpty(banReason) ? $"ServerMessage.BannedBy~[initiator]={sender.Name}" : banReason, range, TimeSpan.FromSeconds(durationSeconds));
|
||||
}
|
||||
else
|
||||
{
|
||||
BanClient(bannedClient, string.IsNullOrEmpty(banReason) ? $"ServerMessage.BannedBy_[initiator]={sender.Name}" : banReason, range);
|
||||
BanClient(bannedClient, string.IsNullOrEmpty(banReason) ? $"ServerMessage.BannedBy~[initiator]={sender.Name}" : banReason, range);
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -1932,7 +1932,7 @@ namespace Barotrauma.Networking
|
||||
if (client == null || client.Connection == OwnerConnection) return;
|
||||
|
||||
string msg = DisconnectReason.Kicked.ToString();
|
||||
string logMsg = $"ServerMessage.KickedFromServer_[client]={client.Name}";
|
||||
string logMsg = $"ServerMessage.KickedFromServer~[client]={client.Name}";
|
||||
DisconnectClient(client, logMsg, msg, reason);
|
||||
}
|
||||
|
||||
@@ -1959,7 +1959,7 @@ namespace Barotrauma.Networking
|
||||
if (client.Connection == OwnerConnection) return;
|
||||
|
||||
string msg = DisconnectReason.Banned.ToString();
|
||||
DisconnectClient(client, $"ServerMessage.BannedFromServer_[client]={client.Name}", msg, reason);
|
||||
DisconnectClient(client, $"ServerMessage.BannedFromServer~[client]={client.Name}", msg, reason);
|
||||
|
||||
if (client.SteamID == 0 || range)
|
||||
{
|
||||
@@ -2015,12 +2015,12 @@ namespace Barotrauma.Networking
|
||||
client.HasSpawned = false;
|
||||
client.InGame = false;
|
||||
|
||||
if (string.IsNullOrWhiteSpace(msg)) msg = $"ServerMessage.ClientLeftServer_[client]={client.Name}";
|
||||
if (string.IsNullOrWhiteSpace(msg)) msg = $"ServerMessage.ClientLeftServer~[client]={client.Name}";
|
||||
if (string.IsNullOrWhiteSpace(targetmsg)) targetmsg = "ServerMessage.YouLeftServer";
|
||||
if (!string.IsNullOrWhiteSpace(reason))
|
||||
{
|
||||
msg += $"; ;ServerMessage.Reason;: ;{reason}";
|
||||
targetmsg += $";\n;ServerMessage.Reason;: ;{reason}";
|
||||
msg += $"/ /ServerMessage.Reason/: /{reason}";
|
||||
targetmsg += $"/\n/ServerMessage.Reason/: /{reason}";
|
||||
}
|
||||
|
||||
Log(msg, ServerLog.MessageType.ServerMessage);
|
||||
@@ -2118,7 +2118,7 @@ namespace Barotrauma.Networking
|
||||
if (senderClient != null)
|
||||
{
|
||||
var chatMsg = ChatMessage.Create(
|
||||
"", $"ServerMessage.PlayerNotFound_[player]={command}",
|
||||
"", $"ServerMessage.PlayerNotFound~[player]={command}",
|
||||
ChatMessageType.Error, null);
|
||||
|
||||
chatMsg.NetStateID = senderClient.ChatMsgQueue.Count > 0 ?
|
||||
@@ -2130,7 +2130,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
else
|
||||
{
|
||||
AddChatMessage($"ServerMessage.PlayerNotFound_[player]={command}", ChatMessageType.Error);
|
||||
AddChatMessage($"ServerMessage.PlayerNotFound~[player]={command}", ChatMessageType.Error);
|
||||
}
|
||||
|
||||
return;
|
||||
@@ -2350,7 +2350,7 @@ namespace Barotrauma.Networking
|
||||
c.KickVoteCount >= connectedClients.Count * serverSettings.KickVoteRequiredRatio);
|
||||
foreach (Client c in clientsToKick)
|
||||
{
|
||||
SendChatMessage($"ServerMessage.KickedFromServer_[client]={c.Name}", ChatMessageType.Server, null);
|
||||
SendChatMessage($"ServerMessage.KickedFromServer~[client]={c.Name}", ChatMessageType.Server, null);
|
||||
KickClient(c, "ServerMessage.KickedByVote");
|
||||
BanClient(c, "ServerMessage.KickedByVoteAutoBan", duration: TimeSpan.FromSeconds(serverSettings.AutoBanTime));
|
||||
}
|
||||
|
||||
@@ -481,7 +481,7 @@ namespace Barotrauma.Networking
|
||||
GameMain.Server.SendConsoleMessage("Granted all permissions to " + newClient.Name + ".", newClient);
|
||||
}
|
||||
|
||||
GameMain.Server.SendChatMessage($"ServerMessage.JoinedServer_[client]={clName}", ChatMessageType.Server, null);
|
||||
GameMain.Server.SendChatMessage($"ServerMessage.JoinedServer~[client]={clName}", ChatMessageType.Server, null);
|
||||
|
||||
var savedPermissions = serverSettings.ClientPermissions.Find(cp =>
|
||||
cp.SteamID > 0 ?
|
||||
|
||||
@@ -67,7 +67,7 @@ namespace Barotrauma
|
||||
kicked.AddKickVote(sender);
|
||||
Client.UpdateKickVotes(GameMain.Server.ConnectedClients);
|
||||
|
||||
GameMain.Server.SendChatMessage($"ServerMessage.HasVotedToKick_[initiator]={sender.Name}_[target]={kicked.Name}", ChatMessageType.Server, null);
|
||||
GameMain.Server.SendChatMessage($"ServerMessage.HasVotedToKick~[initiator]={sender.Name}~[target]={kicked.Name}", ChatMessageType.Server, null);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
271
Barotrauma/BarotraumaShared/SharedCode.projitems
Normal file
271
Barotrauma/BarotraumaShared/SharedCode.projitems
Normal file
@@ -0,0 +1,271 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<MSBuildAllProjects>$(MSBuildAllProjects);$(MSBuildThisFileFullPath)</MSBuildAllProjects>
|
||||
<HasSharedItems>true</HasSharedItems>
|
||||
<SharedGUID>561357c2-db28-4e01-b275-6bf545f70491</SharedGUID>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Label="Configuration">
|
||||
<Import_RootNamespace>BarotraumaShared</Import_RootNamespace>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AICharacter.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AIChatMessage.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\AIController.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\AITarget.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\EnemyAIController.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\HumanAIController.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\IndoorsSteeringManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\ISteerable.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\LatchOntoAI.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\NPCConversation.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjective.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveChargeBatteries.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveCombat.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveContainItem.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveDecontainItem.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveExtinguishFire.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveExtinguishFires.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveFindDivingGear.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveFindSafety.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveFixLeak.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveFixLeaks.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveGetItem.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveGoTo.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveIdle.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveOperateItem.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectivePumpWater.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveRepairItem.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveRepairItems.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveRescue.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Objectives\AIObjectiveRescueAll.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\Order.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\PathFinder.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\SteeringManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AI\SteeringPath.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Animation\AnimController.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Animation\FishAnimController.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Animation\HumanoidAnimController.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Animation\HumanoidAnimParams.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Animation\Params\Animation\AnimationParams.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Animation\Params\Animation\FishAnimations.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Animation\Params\Animation\HumanoidAnimations.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Animation\Params\EditableParams.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Animation\Params\Ragdoll\RagdollParams.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Animation\Ragdoll.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Attack.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\CauseOfDeath.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Character.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\CharacterInfo.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\CharacterNetworking.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Health\Afflictions\Affliction.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Health\Afflictions\AfflictionBleeding.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Health\Afflictions\AfflictionHusk.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Health\Afflictions\AfflictionPrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Health\Afflictions\AfflictionPsychosis.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Health\Buffs\BuffDurationIncrease.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Health\CharacterHealth.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Health\DamageModifier.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Jobs\Job.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Jobs\JobPrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Jobs\Skill.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Jobs\SkillPrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Limb.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\NPCPersonalityTrait.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\ContentPackage.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\CoroutineManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\DebugConsole.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\ArtifactEvent.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\EventManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\EventManagerSettings.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\MalfunctionEvent.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\Missions\CargoMission.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\Missions\CombatMission.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\Missions\Mission.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\Missions\MissionPrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\Missions\MonsterMission.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\Missions\SalvageMission.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\MonsterEvent.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\ScriptedEvent.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\ScriptedEventPrefab.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\ScriptedEventSet.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Extensions\IEnumerableExtensions.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Extensions\PointExtensions.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Extensions\RectangleExtensions.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Extensions\StringFormatter.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Extensions\VectorExtensions.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\FrameCounter.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameAnalyticsManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\CargoManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\CrewManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameModes\CampaignMode.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameModes\CharacterCampaignData.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameModes\GameMode.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameModes\GameModePreset.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameModes\MissionMode.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameModes\MultiPlayerCampaign.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\GameSession.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\HireManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSettings.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\CharacterInventory.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\DockingPort.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Door.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\ElectricalDischarger.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Holdable\Holdable.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Holdable\LevelResource.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Holdable\MeleeWeapon.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Holdable\Pickable.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Holdable\Propulsion.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Holdable\RangedWeapon.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Holdable\RepairTool.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Holdable\Throwable.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\ItemComponent.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\ItemContainer.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\ItemLabel.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Ladder.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Controller.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Deconstructor.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Engine.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Fabricator.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\MiniMap.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\OxygenGenerator.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Pump.cs" />
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||||
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||||
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\SonarTransducer.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Machines\Steering.cs" />
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Signal\ConnectionPanel.cs" />
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||||
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Signal\DelayComponent.cs" />
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||||
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||||
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Signal\GreaterComponent.cs" />
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Explosion.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\LevelObjects\LevelObjectManager.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\LevelObjects\LevelObjectPrefab.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\Ruins\BTRoom.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\Ruins\Corridor.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\Ruins\RuinGenerationParams.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Levels\Ruins\RuinGenerator.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Map\LinkedSubmarine.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Map\MapEntity.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Map\MapEntityPrefab.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Map\Location.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Map\LocationConnection.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Map\LocationType.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Map\LocationTypeChange.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Map\Map.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Map\MapGenerationParams.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Md5Hash.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Map\PriceInfo.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\RoundEndCinematic.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Structure.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\StructurePrefab.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\Submarine.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\SubmarineBody.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Map\WayPoint.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Memento.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\BanList.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\ChatMessage.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\Client.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\ClientPermissions.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\EntitySpawner.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\FileTransfer\FileTransfer.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\INetSerializable.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetBufferExtensions.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetConfig.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetEntityEvent\NetEntityEvent.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetEntityEvent\NetEntityEventManager.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetIdUtils.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\NetworkMember.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\OrderChatMessage.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\RespawnManager.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\ServerLog.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\ServerSettings.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\SteamManager.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\Voip\VoipConfig.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\Voip\VoipQueue.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\Voting.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\WhiteList.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Physics\Physics.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Physics\PhysicsBody.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\PlayerInput.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\ProcGen\PerlinNoise.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\ProcGen\Voronoi.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\ProcGen\VoronoiElements.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\GameScreen.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\NetLobbyScreen.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Screens\Screen.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Serialization\ISerializableEntity.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Serialization\SerializableProperty.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Serialization\XMLExtensions.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\ConditionalSprite.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\DeformableSprite.cs" />
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||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\Sprite.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\SpriteSheet.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\StatusEffects\DelayedEffect.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\StatusEffects\PropertyConditional.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\StatusEffects\StatusEffect.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\SteamAchievementManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\TextManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\TextPack.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Timing.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\Homoglyphs.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\MathUtils.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\MTRandom.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\Rand.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\SaveUtil.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\ToolBox.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\UpdaterUtil.cs" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -9,6 +9,6 @@
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.Default.props" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.props" />
|
||||
<PropertyGroup />
|
||||
<Import Project="BarotraumaShared.projitems" Label="Shared" />
|
||||
<Import Project="SharedCode.projitems" Label="Shared" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.CSharp.targets" />
|
||||
</Project>
|
||||
@@ -3,10 +3,10 @@
|
||||
<PropertyGroup>
|
||||
<MSBuildAllProjects>$(MSBuildAllProjects);$(MSBuildThisFileFullPath)</MSBuildAllProjects>
|
||||
<HasSharedItems>true</HasSharedItems>
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||||
<SharedGUID>561357c2-db28-4e01-b275-6bf545f70491</SharedGUID>
|
||||
<SharedGUID>a67d00eb-8f3d-49c9-9e01-94ed90b6bf2b</SharedGUID>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Label="Configuration">
|
||||
<Import_RootNamespace>BarotraumaShared</Import_RootNamespace>
|
||||
<Import_RootNamespace>SharedContent</Import_RootNamespace>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Folder Include="$(MSBuildThisFileDirectory)Content\Characters\Carrier\Animations\" />
|
||||
@@ -23,11 +23,9 @@
|
||||
<Folder Include="$(MSBuildThisFileDirectory)Content\Characters\Tigerthresherboss\" />
|
||||
<Folder Include="$(MSBuildThisFileDirectory)Content\Characters\Tigerthresher\Animations\" />
|
||||
<Folder Include="$(MSBuildThisFileDirectory)Content\Characters\Watcher\Animations\" />
|
||||
<Folder Include="$(MSBuildThisFileDirectory)Content\Effects\" />
|
||||
<Folder Include="$(MSBuildThisFileDirectory)Content\Fonts\" />
|
||||
<Folder Include="$(MSBuildThisFileDirectory)Content\BackgroundCreatures\" />
|
||||
<Folder Include="$(MSBuildThisFileDirectory)Data\Saves\" />
|
||||
<Folder Include="$(MSBuildThisFileDirectory)Source\Characters\Health\Afflictions\" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="$(MSBuildThisFileDirectory)changelog.txt">
|
||||
@@ -339,6 +337,12 @@
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Watcher\Ragdolls\WatcherDefaultRagdoll.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Effects\distortnormals.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Effects\waterbump.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Alien\AlienArtifact1.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
@@ -1067,10 +1071,6 @@
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\DefaultWorkshopPreviewImage.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Effects\damageshader.fx" />
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Effects\distortnormals.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\EventManagerSettings.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
@@ -1808,9 +1808,6 @@
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\UI\UI_Atlas2.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Effects\waterbump.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Data\clientpermissions.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
@@ -2231,12 +2228,6 @@
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Characters\Mudraptor\MUDRAPTOR_idle3.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\blurshader.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\blurshader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Characters\Charybdis\charybdisattack.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
@@ -2324,28 +2315,9 @@
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Characters\Watcher\watch6.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\deformshader.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\deformshader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\postprocess.fx" />
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\postprocess.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Fonts\Code Pro Bold.otf">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Content.mgcb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\damageshader.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\damageshader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Fonts\Exo2-Light.otf">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
@@ -2580,12 +2552,6 @@
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Items\Weapons\RailgunStop.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\losshader.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\losshader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Items\Weapons\Revolver1.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
@@ -3007,18 +2973,9 @@
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Sounds\Water\WaterAmbience2.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\watershader.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\watershader_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\AnimEditor.sub">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)steam_api64.dll">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Submarines\Bunyip.sub">
|
||||
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|
||||
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||||
@@ -3047,24 +3004,6 @@
|
||||
<None Include="$(MSBuildThisFileDirectory)Submarines\Typhon.sub">
|
||||
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|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\postprocess_opengl.xnb">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Effects\deformshader_opengl.fx">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)libsteam_api.dylib">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)libsteam_api64.so">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)libSDL2-2.0.0.dylib">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)libopenal.so.1">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
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|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\Voip\VoipConfig.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\Voip\VoipQueue.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Networking\ServerSettings.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\HireManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Animation\HumanoidAnimParams.cs" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
14
Barotrauma/BarotraumaShared/SharedContent.shproj
Normal file
14
Barotrauma/BarotraumaShared/SharedContent.shproj
Normal file
@@ -0,0 +1,14 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>a67d00eb-8f3d-49c9-9e01-94ed90b6bf2b</ProjectGuid>
|
||||
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
|
||||
<ReleaseVersion>0.9.0.0</ReleaseVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.Default.props" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.props" />
|
||||
<PropertyGroup />
|
||||
<Import Project="SharedContent.projitems" Label="Shared" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.CSharp.targets" />
|
||||
</Project>
|
||||
6
Barotrauma/BarotraumaShared/SharedContent.shproj.user
Normal file
6
Barotrauma/BarotraumaShared/SharedContent.shproj.user
Normal file
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ShowAllFiles>true</ShowAllFiles>
|
||||
</PropertyGroup>
|
||||
</Project>
|
||||
@@ -89,5 +89,10 @@ namespace Barotrauma.Extensions
|
||||
}
|
||||
return result.Concat(result.SelectManyRecursive(selector));
|
||||
}
|
||||
|
||||
public static void AddIfNotNull<T>(this IList<T> source, T value)
|
||||
{
|
||||
if (value != null) { source.Add(value); }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -86,9 +86,7 @@ namespace Barotrauma
|
||||
+ "when the task is completed or everyone in the crew has died."
|
||||
};
|
||||
|
||||
#if DEBUG
|
||||
new GameModePreset("multiplayercampaign", typeof(MultiPlayerCampaign), false, false);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -65,12 +65,6 @@ namespace Barotrauma
|
||||
|
||||
public int ParticleLimit { get; set; }
|
||||
|
||||
public int ParticleLimit { get; set; }
|
||||
|
||||
public int ParticleLimit { get; set; }
|
||||
|
||||
public int ParticleLimit { get; set; }
|
||||
|
||||
public float LightMapScale { get; set; }
|
||||
public bool SpecularityEnabled { get; set; }
|
||||
public bool ChromaticAberrationEnabled { get; set; }
|
||||
@@ -403,8 +397,6 @@ namespace Barotrauma
|
||||
|
||||
AimAssistAmount = doc.Root.GetAttributeFloat("aimassistamount", 0.5f);
|
||||
|
||||
AimAssistAmount = doc.Root.GetAttributeFloat("aimassistamount", 0.5f);
|
||||
|
||||
AimAssistAmount = doc.Root.GetAttributeFloat("aimassistamount", 0.5f);
|
||||
|
||||
keyMapping = new KeyOrMouse[Enum.GetNames(typeof(InputType)).Length];
|
||||
@@ -582,6 +574,106 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
TextManager.LoadTextPacks(SelectedContentPackages);
|
||||
|
||||
//display error messages after all content packages have been loaded
|
||||
//to make sure the package that contains text files has been loaded before we attempt to use TextManager
|
||||
foreach (string missingPackagePath in missingPackagePaths)
|
||||
{
|
||||
DebugConsole.ThrowError(TextManager.Get("ContentPackageNotFound").Replace("[packagepath]", missingPackagePath));
|
||||
}
|
||||
foreach (ContentPackage incompatiblePackage in incompatiblePackages)
|
||||
{
|
||||
DebugConsole.ThrowError(TextManager.Get(incompatiblePackage.GameVersion <= new Version(0, 0, 0, 0) ? "IncompatibleContentPackageUnknownVersion" : "IncompatibleContentPackage")
|
||||
.Replace("[packagename]", incompatiblePackage.Name)
|
||||
.Replace("[packageversion]", incompatiblePackage.GameVersion.ToString())
|
||||
.Replace("[gameversion]", GameMain.Version.ToString()));
|
||||
}
|
||||
foreach (ContentPackage contentPackage in SelectedContentPackages)
|
||||
{
|
||||
foreach (ContentFile file in contentPackage.Files)
|
||||
{
|
||||
if (!System.IO.File.Exists(file.Path))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in content package \"" + contentPackage.Name + "\" - file \"" + file.Path + "\" not found.");
|
||||
continue;
|
||||
}
|
||||
ToolBox.IsProperFilenameCase(file.Path);
|
||||
}
|
||||
}
|
||||
if (!SelectedContentPackages.Any())
|
||||
{
|
||||
var availablePackage = ContentPackage.List.FirstOrDefault(cp => cp.IsCompatible() && cp.CorePackage);
|
||||
if (availablePackage != null)
|
||||
{
|
||||
SelectedContentPackages.Add(availablePackage);
|
||||
}
|
||||
}
|
||||
|
||||
TextManager.LoadTextPacks(SelectedContentPackages);
|
||||
|
||||
//display error messages after all content packages have been loaded
|
||||
//to make sure the package that contains text files has been loaded before we attempt to use TextManager
|
||||
foreach (string missingPackagePath in missingPackagePaths)
|
||||
{
|
||||
DebugConsole.ThrowError(TextManager.Get("ContentPackageNotFound").Replace("[packagepath]", missingPackagePath));
|
||||
}
|
||||
foreach (ContentPackage incompatiblePackage in incompatiblePackages)
|
||||
{
|
||||
DebugConsole.ThrowError(TextManager.Get(incompatiblePackage.GameVersion <= new Version(0, 0, 0, 0) ? "IncompatibleContentPackageUnknownVersion" : "IncompatibleContentPackage")
|
||||
.Replace("[packagename]", incompatiblePackage.Name)
|
||||
.Replace("[packageversion]", incompatiblePackage.GameVersion.ToString())
|
||||
.Replace("[gameversion]", GameMain.Version.ToString()));
|
||||
}
|
||||
foreach (ContentPackage contentPackage in SelectedContentPackages)
|
||||
{
|
||||
foreach (ContentFile file in contentPackage.Files)
|
||||
{
|
||||
if (!System.IO.File.Exists(file.Path))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in content package \"" + contentPackage.Name + "\" - file \"" + file.Path + "\" not found.");
|
||||
continue;
|
||||
}
|
||||
ToolBox.IsProperFilenameCase(file.Path);
|
||||
}
|
||||
}
|
||||
|
||||
TextManager.LoadTextPacks(SelectedContentPackages);
|
||||
|
||||
//display error messages after all content packages have been loaded
|
||||
//to make sure the package that contains text files has been loaded before we attempt to use TextManager
|
||||
foreach (string missingPackagePath in missingPackagePaths)
|
||||
{
|
||||
DebugConsole.ThrowError(TextManager.Get("ContentPackageNotFound").Replace("[packagepath]", missingPackagePath));
|
||||
}
|
||||
foreach (ContentPackage incompatiblePackage in incompatiblePackages)
|
||||
{
|
||||
DebugConsole.ThrowError(TextManager.Get(incompatiblePackage.GameVersion <= new Version(0, 0, 0, 0) ? "IncompatibleContentPackageUnknownVersion" : "IncompatibleContentPackage")
|
||||
.Replace("[packagename]", incompatiblePackage.Name)
|
||||
.Replace("[packageversion]", incompatiblePackage.GameVersion.ToString())
|
||||
.Replace("[gameversion]", GameMain.Version.ToString()));
|
||||
}
|
||||
foreach (ContentPackage contentPackage in SelectedContentPackages)
|
||||
{
|
||||
foreach (ContentFile file in contentPackage.Files)
|
||||
{
|
||||
if (!System.IO.File.Exists(file.Path))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in content package \"" + contentPackage.Name + "\" - file \"" + file.Path + "\" not found.");
|
||||
continue;
|
||||
}
|
||||
ToolBox.IsProperFilenameCase(file.Path);
|
||||
}
|
||||
}
|
||||
if (!SelectedContentPackages.Any())
|
||||
{
|
||||
var availablePackage = ContentPackage.List.FirstOrDefault(cp => cp.IsCompatible() && cp.CorePackage);
|
||||
if (availablePackage != null)
|
||||
{
|
||||
SelectedContentPackages.Add(availablePackage);
|
||||
}
|
||||
}
|
||||
|
||||
//save to get rid of the invalid selected packages in the config file
|
||||
if (missingPackagePaths.Count > 0 || incompatiblePackages.Count > 0) { SaveNewPlayerConfig(); }
|
||||
}
|
||||
@@ -991,7 +1083,369 @@ namespace Barotrauma
|
||||
gMode = new XElement("graphicsmode");
|
||||
doc.Root.Add(gMode);
|
||||
}
|
||||
if (GraphicsWidth == 0 || GraphicsHeight == 0)
|
||||
{
|
||||
gMode.ReplaceAttributes(new XAttribute("displaymode", windowMode));
|
||||
}
|
||||
else
|
||||
{
|
||||
gMode.ReplaceAttributes(
|
||||
new XAttribute("width", GraphicsWidth),
|
||||
new XAttribute("height", GraphicsHeight),
|
||||
new XAttribute("vsync", VSyncEnabled),
|
||||
new XAttribute("displaymode", windowMode));
|
||||
}
|
||||
|
||||
XElement gSettings = doc.Root.Element("graphicssettings");
|
||||
if (gSettings == null)
|
||||
{
|
||||
gSettings = new XElement("graphicssettings");
|
||||
doc.Root.Add(gSettings);
|
||||
}
|
||||
|
||||
gSettings.ReplaceAttributes(
|
||||
new XAttribute("particlelimit", ParticleLimit),
|
||||
new XAttribute("lightmapscale", LightMapScale),
|
||||
new XAttribute("specularity", SpecularityEnabled),
|
||||
new XAttribute("chromaticaberration", ChromaticAberrationEnabled),
|
||||
new XAttribute("losmode", LosMode),
|
||||
new XAttribute("hudscale", HUDScale),
|
||||
new XAttribute("inventoryscale", InventoryScale));
|
||||
|
||||
foreach (ContentPackage contentPackage in SelectedContentPackages)
|
||||
{
|
||||
if (contentPackage.Path.Contains(vanillaContentPackagePath))
|
||||
{
|
||||
doc.Root.Add(new XElement("contentpackage", new XAttribute("path", contentPackage.Path)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var keyMappingElement = new XElement("keymapping");
|
||||
doc.Root.Add(keyMappingElement);
|
||||
for (int i = 0; i < keyMapping.Length; i++)
|
||||
{
|
||||
if (keyMapping[i].MouseButton == null)
|
||||
{
|
||||
keyMappingElement.Add(new XAttribute(((InputType)i).ToString(), keyMapping[i].Key));
|
||||
}
|
||||
else
|
||||
{
|
||||
keyMappingElement.Add(new XAttribute(((InputType)i).ToString(), keyMapping[i].MouseButton));
|
||||
}
|
||||
}
|
||||
|
||||
var gameplay = new XElement("gameplay");
|
||||
var jobPreferences = new XElement("jobpreferences");
|
||||
foreach (string jobName in JobPreferences)
|
||||
{
|
||||
jobPreferences.Add(new XElement("job", new XAttribute("identifier", jobName)));
|
||||
}
|
||||
gameplay.Add(jobPreferences);
|
||||
doc.Root.Add(gameplay);
|
||||
|
||||
var playerElement = new XElement("player",
|
||||
new XAttribute("name", defaultPlayerName ?? ""),
|
||||
new XAttribute("headindex", CharacterHeadIndex),
|
||||
new XAttribute("gender", CharacterGender),
|
||||
new XAttribute("race", CharacterRace),
|
||||
new XAttribute("hairindex", CharacterHairIndex),
|
||||
new XAttribute("beardindex", CharacterBeardIndex),
|
||||
new XAttribute("moustacheindex", CharacterMoustacheIndex),
|
||||
new XAttribute("faceattachmentindex", CharacterFaceAttachmentIndex));
|
||||
doc.Root.Add(playerElement);
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
try
|
||||
{
|
||||
using (var writer = XmlWriter.Create(savePath, settings))
|
||||
{
|
||||
doc.WriteTo(writer);
|
||||
writer.Flush();
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Saving game settings failed.", e);
|
||||
GameAnalyticsManager.AddErrorEventOnce("GameSettings.Save:SaveFailed", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Saving game settings failed.\n" + e.Message + "\n" + e.StackTrace);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Load PlayerConfig
|
||||
// TODO: DRY
|
||||
public void LoadPlayerConfig()
|
||||
{
|
||||
XDocument doc = XMLExtensions.LoadXml(playerSavePath);
|
||||
|
||||
if (doc == null || doc.Root == null)
|
||||
{
|
||||
ShowUserStatisticsPrompt = true;
|
||||
SaveNewPlayerConfig();
|
||||
return;
|
||||
}
|
||||
|
||||
Language = doc.Root.GetAttributeString("language", Language);
|
||||
AutoCheckUpdates = doc.Root.GetAttributeBool("autocheckupdates", AutoCheckUpdates);
|
||||
sendUserStatistics = doc.Root.GetAttributeBool("senduserstatistics", true);
|
||||
|
||||
XElement graphicsMode = doc.Root.Element("graphicsmode");
|
||||
GraphicsWidth = graphicsMode.GetAttributeInt("width", GraphicsWidth);
|
||||
GraphicsHeight = graphicsMode.GetAttributeInt("height", GraphicsHeight);
|
||||
VSyncEnabled = graphicsMode.GetAttributeBool("vsync", VSyncEnabled);
|
||||
|
||||
XElement graphicsSettings = doc.Root.Element("graphicssettings");
|
||||
ParticleLimit = graphicsSettings.GetAttributeInt("particlelimit", ParticleLimit);
|
||||
LightMapScale = MathHelper.Clamp(graphicsSettings.GetAttributeFloat("lightmapscale", LightMapScale), 0.1f, 1.0f);
|
||||
SpecularityEnabled = graphicsSettings.GetAttributeBool("specularity", SpecularityEnabled);
|
||||
ChromaticAberrationEnabled = graphicsSettings.GetAttributeBool("chromaticaberration", ChromaticAberrationEnabled);
|
||||
HUDScale = graphicsSettings.GetAttributeFloat("hudscale", HUDScale);
|
||||
InventoryScale = graphicsSettings.GetAttributeFloat("inventoryscale", InventoryScale);
|
||||
var losModeStr = graphicsSettings.GetAttributeString("losmode", "Transparent");
|
||||
if (!Enum.TryParse(losModeStr, out losMode))
|
||||
{
|
||||
losMode = LosMode.Transparent;
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (GraphicsWidth == 0 || GraphicsHeight == 0)
|
||||
{
|
||||
GraphicsWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
|
||||
GraphicsHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
|
||||
}
|
||||
#endif
|
||||
|
||||
var windowModeStr = graphicsMode.GetAttributeString("displaymode", "Fullscreen");
|
||||
if (!Enum.TryParse(windowModeStr, out windowMode))
|
||||
{
|
||||
windowMode = WindowMode.Fullscreen;
|
||||
}
|
||||
|
||||
XElement audioSettings = doc.Root.Element("audio");
|
||||
if (audioSettings != null)
|
||||
{
|
||||
SoundVolume = audioSettings.GetAttributeFloat("soundvolume", SoundVolume);
|
||||
MusicVolume = audioSettings.GetAttributeFloat("musicvolume", MusicVolume);
|
||||
VoiceChatVolume = audioSettings.GetAttributeFloat("voicechatvolume", VoiceChatVolume);
|
||||
string voiceSettingStr = audioSettings.GetAttributeString("voicesetting", "Disabled");
|
||||
VoiceCaptureDevice = audioSettings.GetAttributeString("voicecapturedevice", "");
|
||||
NoiseGateThreshold = audioSettings.GetAttributeFloat("noisegatethreshold", -45);
|
||||
var voiceSetting = VoiceMode.Disabled;
|
||||
if (Enum.TryParse(voiceSettingStr, out voiceSetting))
|
||||
{
|
||||
VoiceSetting = voiceSetting;
|
||||
}
|
||||
}
|
||||
|
||||
useSteamMatchmaking = doc.Root.GetAttributeBool("usesteammatchmaking", useSteamMatchmaking);
|
||||
requireSteamAuthentication = doc.Root.GetAttributeBool("requiresteamauthentication", requireSteamAuthentication);
|
||||
|
||||
EnableSplashScreen = doc.Root.GetAttributeBool("enablesplashscreen", EnableSplashScreen);
|
||||
|
||||
AimAssistAmount = doc.Root.GetAttributeFloat("aimassistamount", AimAssistAmount);
|
||||
|
||||
foreach (XElement subElement in doc.Root.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "keymapping":
|
||||
foreach (XAttribute attribute in subElement.Attributes())
|
||||
{
|
||||
if (Enum.TryParse(attribute.Name.ToString(), true, out InputType inputType))
|
||||
{
|
||||
if (int.TryParse(attribute.Value.ToString(), out int mouseButton))
|
||||
{
|
||||
keyMapping[(int)inputType] = new KeyOrMouse(mouseButton);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Enum.TryParse(attribute.Value.ToString(), true, out Keys key))
|
||||
{
|
||||
keyMapping[(int)inputType] = new KeyOrMouse(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "gameplay":
|
||||
jobPreferences = new List<string>();
|
||||
foreach (XElement ele in subElement.Element("jobpreferences").Elements("job"))
|
||||
{
|
||||
string jobIdentifier = ele.GetAttributeString("identifier", "");
|
||||
if (string.IsNullOrEmpty(jobIdentifier)) continue;
|
||||
jobPreferences.Add(jobIdentifier);
|
||||
}
|
||||
break;
|
||||
case "player":
|
||||
defaultPlayerName = subElement.GetAttributeString("name", defaultPlayerName);
|
||||
CharacterHeadIndex = subElement.GetAttributeInt("headindex", CharacterHeadIndex);
|
||||
if (Enum.TryParse(subElement.GetAttributeString("gender", "none"), true, out Gender g))
|
||||
{
|
||||
CharacterGender = g;
|
||||
}
|
||||
if (Enum.TryParse(subElement.GetAttributeString("race", "white"), true, out Race r))
|
||||
{
|
||||
CharacterRace = r;
|
||||
}
|
||||
else
|
||||
{
|
||||
CharacterRace = Race.White;
|
||||
}
|
||||
CharacterHairIndex = subElement.GetAttributeInt("hairindex", CharacterHairIndex);
|
||||
CharacterBeardIndex = subElement.GetAttributeInt("beardindex", CharacterBeardIndex);
|
||||
CharacterMoustacheIndex = subElement.GetAttributeInt("moustacheindex", CharacterMoustacheIndex);
|
||||
CharacterFaceAttachmentIndex = subElement.GetAttributeInt("faceattachmentindex", CharacterFaceAttachmentIndex);
|
||||
break;
|
||||
case "tutorials":
|
||||
foreach (XElement tutorialElement in subElement.Elements())
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorialElement.GetAttributeString("name", ""));
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
|
||||
{
|
||||
if (keyMapping[(int)inputType] == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Key binding for the input type \"" + inputType + " not set!");
|
||||
keyMapping[(int)inputType] = new KeyOrMouse(Keys.D1);
|
||||
}
|
||||
}
|
||||
|
||||
UnsavedSettings = false;
|
||||
|
||||
selectedContentPackagePaths = new HashSet<string>();
|
||||
|
||||
foreach (XElement subElement in doc.Root.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "contentpackage":
|
||||
string path = System.IO.Path.GetFullPath(subElement.GetAttributeString("path", ""));
|
||||
selectedContentPackagePaths.Add(path);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
LoadContentPackages(selectedContentPackagePaths);
|
||||
}
|
||||
|
||||
public void ReloadContentPackages()
|
||||
{
|
||||
LoadContentPackages(selectedContentPackagePaths);
|
||||
}
|
||||
|
||||
private void LoadContentPackages(IEnumerable<string> contentPackagePaths)
|
||||
{
|
||||
var missingPackagePaths = new List<string>();
|
||||
var incompatiblePackages = new List<ContentPackage>();
|
||||
SelectedContentPackages.Clear();
|
||||
foreach (string path in contentPackagePaths)
|
||||
{
|
||||
var matchingContentPackage = ContentPackage.List.Find(cp => System.IO.Path.GetFullPath(cp.Path) == path);
|
||||
|
||||
if (matchingContentPackage == null)
|
||||
{
|
||||
missingPackagePaths.Add(path);
|
||||
}
|
||||
else if (!matchingContentPackage.IsCompatible())
|
||||
{
|
||||
incompatiblePackages.Add(matchingContentPackage);
|
||||
}
|
||||
else
|
||||
{
|
||||
SelectedContentPackages.Add(matchingContentPackage);
|
||||
}
|
||||
}
|
||||
|
||||
TextManager.LoadTextPacks(SelectedContentPackages);
|
||||
|
||||
foreach (ContentPackage contentPackage in SelectedContentPackages)
|
||||
{
|
||||
foreach (ContentFile file in contentPackage.Files)
|
||||
{
|
||||
if (!System.IO.File.Exists(file.Path))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in content package \"" + contentPackage.Name + "\" - file \"" + file.Path + "\" not found.");
|
||||
continue;
|
||||
}
|
||||
ToolBox.IsProperFilenameCase(file.Path);
|
||||
}
|
||||
}
|
||||
if (!SelectedContentPackages.Any())
|
||||
{
|
||||
var availablePackage = ContentPackage.List.FirstOrDefault(cp => cp.IsCompatible() && cp.CorePackage);
|
||||
if (availablePackage != null)
|
||||
{
|
||||
SelectedContentPackages.Add(availablePackage);
|
||||
}
|
||||
}
|
||||
|
||||
//save to get rid of the invalid selected packages in the config file
|
||||
if (missingPackagePaths.Count > 0 || incompatiblePackages.Count > 0) { SaveNewPlayerConfig(); }
|
||||
|
||||
//display error messages after all content packages have been loaded
|
||||
//to make sure the package that contains text files has been loaded before we attempt to use TextManager
|
||||
foreach (string missingPackagePath in missingPackagePaths)
|
||||
{
|
||||
DebugConsole.ThrowError(TextManager.Get("ContentPackageNotFound").Replace("[packagepath]", missingPackagePath));
|
||||
}
|
||||
foreach (ContentPackage incompatiblePackage in incompatiblePackages)
|
||||
{
|
||||
DebugConsole.ThrowError(TextManager.Get(incompatiblePackage.GameVersion <= new Version(0, 0, 0, 0) ? "IncompatibleContentPackageUnknownVersion" : "IncompatibleContentPackage")
|
||||
.Replace("[packagename]", incompatiblePackage.Name)
|
||||
.Replace("[packageversion]", incompatiblePackage.GameVersion.ToString())
|
||||
.Replace("[gameversion]", GameMain.Version.ToString()));
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Save PlayerConfig
|
||||
public void SaveNewPlayerConfig()
|
||||
{
|
||||
XDocument doc = new XDocument();
|
||||
UnsavedSettings = false;
|
||||
|
||||
if (doc.Root == null)
|
||||
{
|
||||
doc.Add(new XElement("config"));
|
||||
}
|
||||
|
||||
doc.Root.Add(
|
||||
new XAttribute("language", TextManager.Language),
|
||||
new XAttribute("masterserverurl", MasterServerUrl),
|
||||
new XAttribute("autocheckupdates", AutoCheckUpdates),
|
||||
new XAttribute("musicvolume", musicVolume),
|
||||
new XAttribute("soundvolume", soundVolume),
|
||||
new XAttribute("verboselogging", VerboseLogging),
|
||||
new XAttribute("savedebugconsolelogs", SaveDebugConsoleLogs),
|
||||
new XAttribute("enablesplashscreen", EnableSplashScreen),
|
||||
new XAttribute("usesteammatchmaking", useSteamMatchmaking),
|
||||
new XAttribute("quickstartsub", QuickStartSubmarineName),
|
||||
new XAttribute("requiresteamauthentication", requireSteamAuthentication),
|
||||
new XAttribute("autoupdateworkshopitems", AutoUpdateWorkshopItems),
|
||||
new XAttribute("aimassistamount", aimAssistAmount));
|
||||
|
||||
if (!ShowUserStatisticsPrompt)
|
||||
{
|
||||
doc.Root.Add(new XAttribute("senduserstatistics", sendUserStatistics));
|
||||
}
|
||||
|
||||
XElement gMode = doc.Root.Element("graphicsmode");
|
||||
if (gMode == null)
|
||||
{
|
||||
gMode = new XElement("graphicsmode");
|
||||
doc.Root.Add(gMode);
|
||||
}
|
||||
if (GraphicsWidth == 0 || GraphicsHeight == 0)
|
||||
{
|
||||
gMode.ReplaceAttributes(new XAttribute("displaymode", windowMode));
|
||||
@@ -1073,266 +1527,6 @@ namespace Barotrauma
|
||||
new XAttribute("moustacheindex", CharacterMoustacheIndex),
|
||||
new XAttribute("faceattachmentindex", CharacterFaceAttachmentIndex));
|
||||
doc.Root.Add(playerElement);
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
foreach (Tutorial tutorial in Tutorial.Tutorials)
|
||||
{
|
||||
if (tutorial.Completed && !CompletedTutorialNames.Contains(tutorial.Name))
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorial.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
var tutorialElement = new XElement("tutorials");
|
||||
foreach (string tutorialName in CompletedTutorialNames)
|
||||
{
|
||||
tutorialElement.Add(new XElement("Tutorial", new XAttribute("name", tutorialName)));
|
||||
}
|
||||
doc.Root.Add(tutorialElement);
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
foreach (Tutorial tutorial in Tutorial.Tutorials)
|
||||
{
|
||||
if (tutorial.Completed && !CompletedTutorialNames.Contains(tutorial.Name))
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorial.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
var tutorialElement = new XElement("tutorials");
|
||||
foreach (string tutorialName in CompletedTutorialNames)
|
||||
{
|
||||
tutorialElement.Add(new XElement("Tutorial", new XAttribute("name", tutorialName)));
|
||||
}
|
||||
doc.Root.Add(tutorialElement);
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
foreach (Tutorial tutorial in Tutorial.Tutorials)
|
||||
{
|
||||
if (tutorial.Completed && !CompletedTutorialNames.Contains(tutorial.Name))
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorial.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
var tutorialElement = new XElement("tutorials");
|
||||
foreach (string tutorialName in CompletedTutorialNames)
|
||||
{
|
||||
tutorialElement.Add(new XElement("Tutorial", new XAttribute("name", tutorialName)));
|
||||
}
|
||||
doc.Root.Add(tutorialElement);
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
foreach (Tutorial tutorial in Tutorial.Tutorials)
|
||||
{
|
||||
if (tutorial.Completed && !CompletedTutorialNames.Contains(tutorial.Name))
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorial.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
var tutorialElement = new XElement("tutorials");
|
||||
foreach (string tutorialName in CompletedTutorialNames)
|
||||
{
|
||||
tutorialElement.Add(new XElement("Tutorial", new XAttribute("name", tutorialName)));
|
||||
}
|
||||
doc.Root.Add(tutorialElement);
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
foreach (Tutorial tutorial in Tutorial.Tutorials)
|
||||
{
|
||||
if (tutorial.Completed && !CompletedTutorialNames.Contains(tutorial.Name))
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorial.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
var tutorialElement = new XElement("tutorials");
|
||||
foreach (string tutorialName in CompletedTutorialNames)
|
||||
{
|
||||
tutorialElement.Add(new XElement("Tutorial", new XAttribute("name", tutorialName)));
|
||||
}
|
||||
doc.Root.Add(tutorialElement);
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
foreach (Tutorial tutorial in Tutorial.Tutorials)
|
||||
{
|
||||
if (tutorial.Completed && !CompletedTutorialNames.Contains(tutorial.Name))
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorial.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
var tutorialElement = new XElement("tutorials");
|
||||
foreach (string tutorialName in CompletedTutorialNames)
|
||||
{
|
||||
tutorialElement.Add(new XElement("Tutorial", new XAttribute("name", tutorialName)));
|
||||
}
|
||||
doc.Root.Add(tutorialElement);
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
foreach (Tutorial tutorial in Tutorial.Tutorials)
|
||||
{
|
||||
if (tutorial.Completed && !CompletedTutorialNames.Contains(tutorial.Name))
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorial.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
var tutorialElement = new XElement("tutorials");
|
||||
foreach (string tutorialName in CompletedTutorialNames)
|
||||
{
|
||||
tutorialElement.Add(new XElement("Tutorial", new XAttribute("name", tutorialName)));
|
||||
}
|
||||
doc.Root.Add(tutorialElement);
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
foreach (Tutorial tutorial in Tutorial.Tutorials)
|
||||
{
|
||||
if (tutorial.Completed && !CompletedTutorialNames.Contains(tutorial.Name))
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorial.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
var tutorialElement = new XElement("tutorials");
|
||||
foreach (string tutorialName in CompletedTutorialNames)
|
||||
{
|
||||
tutorialElement.Add(new XElement("Tutorial", new XAttribute("name", tutorialName)));
|
||||
}
|
||||
doc.Root.Add(tutorialElement);
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
foreach (Tutorial tutorial in Tutorial.Tutorials)
|
||||
{
|
||||
if (tutorial.Completed && !CompletedTutorialNames.Contains(tutorial.Name))
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorial.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
var tutorialElement = new XElement("tutorials");
|
||||
foreach (string tutorialName in CompletedTutorialNames)
|
||||
{
|
||||
tutorialElement.Add(new XElement("Tutorial", new XAttribute("name", tutorialName)));
|
||||
}
|
||||
doc.Root.Add(tutorialElement);
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
foreach (Tutorial tutorial in Tutorial.Tutorials)
|
||||
{
|
||||
if (tutorial.Completed && !CompletedTutorialNames.Contains(tutorial.Name))
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorial.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
var tutorialElement = new XElement("tutorials");
|
||||
foreach (string tutorialName in CompletedTutorialNames)
|
||||
{
|
||||
tutorialElement.Add(new XElement("Tutorial", new XAttribute("name", tutorialName)));
|
||||
}
|
||||
doc.Root.Add(tutorialElement);
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
|
||||
@@ -3,6 +3,7 @@ using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
@@ -204,6 +205,15 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
Charge -= CurrPowerOutput / 3600.0f;
|
||||
}
|
||||
item.SendSignal(0, Charge.ToString(), "charge", null);
|
||||
item.SendSignal(0, ((Charge / capacity) * 100).ToString(), "charge_%", null);
|
||||
item.SendSignal(0, ((RechargeSpeed / maxRechargeSpeed) * 100).ToString(), "charge_rate", null);
|
||||
|
||||
foreach (Pair<Powered, Connection> connected in directlyConnected)
|
||||
{
|
||||
connected.First.ReceiveSignal(0, "", connected.Second, source: item, sender: null,
|
||||
power: gridLoad <= 0.0f ? 1.0f : CurrPowerOutput / gridLoad);
|
||||
}
|
||||
|
||||
foreach (Pair<Powered, Connection> connected in directlyConnected)
|
||||
{
|
||||
@@ -259,6 +269,15 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power, float signalStrength = 1.0f)
|
||||
{
|
||||
if (connection.Name == "set_rate")
|
||||
{
|
||||
float tempSpeed;
|
||||
if (float.TryParse(signal, NumberStyles.Any, CultureInfo.InvariantCulture, out tempSpeed))
|
||||
{
|
||||
if (!MathUtils.IsValid(tempSpeed)) return;
|
||||
RechargeSpeed = MathHelper.Clamp(tempSpeed / 100.0f, 0.0f, 1.0f) * MaxRechargeSpeed;
|
||||
}
|
||||
}
|
||||
if (!connection.IsPower) return;
|
||||
|
||||
if (connection.Name == "power_in")
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Globalization;
|
||||
using System.Xml.Linq;
|
||||
|
||||
@@ -10,11 +11,24 @@ namespace Barotrauma.Items.Components
|
||||
protected float[] timeSinceReceived;
|
||||
|
||||
protected float[] receivedSignal;
|
||||
|
||||
|
||||
|
||||
//the output is sent if both inputs have received a signal within the timeframe
|
||||
protected float timeFrame;
|
||||
|
||||
|
||||
[InGameEditable(MinValueFloat = -999999.0f, MaxValueFloat = 999999.0f), Serialize(999999.0f, true)]
|
||||
public float ClampMax
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[InGameEditable(MinValueFloat = -999999.0f, MaxValueFloat = 999999.0f), Serialize(-999999.0f, true)]
|
||||
public float ClampMin
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[InGameEditable(DecimalCount = 2), Serialize(0.0f, true)]
|
||||
public float TimeFrame
|
||||
{
|
||||
@@ -43,7 +57,8 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
if (sendOutput)
|
||||
{
|
||||
item.SendSignal(0, (receivedSignal[0] + receivedSignal[1]).ToString(), "signal_out", null);
|
||||
float output = receivedSignal[0] + receivedSignal[1];
|
||||
item.SendSignal(0, MathHelper.Clamp(output, ClampMin, ClampMax).ToString("G", CultureInfo.InvariantCulture), "signal_out", null);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,56 @@
|
||||
using System;
|
||||
using System.Globalization;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class ColorComponent : ItemComponent
|
||||
{
|
||||
protected float[] receivedSignal;
|
||||
|
||||
private string output = "0,0,0,0";
|
||||
|
||||
public ColorComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
receivedSignal = new float[4];
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
item.SendSignal(0, output, "signal_out", null);
|
||||
}
|
||||
|
||||
private void UpdateOutput()
|
||||
{
|
||||
output = receivedSignal[0].ToString("G", CultureInfo.InvariantCulture);
|
||||
output += "," + receivedSignal[1].ToString("G", CultureInfo.InvariantCulture);
|
||||
output += "," + receivedSignal[2].ToString("G", CultureInfo.InvariantCulture);
|
||||
output += "," + receivedSignal[3].ToString("G", CultureInfo.InvariantCulture);
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "signal_r":
|
||||
float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[0]);
|
||||
UpdateOutput();
|
||||
break;
|
||||
case "signal_g":
|
||||
float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[1]);
|
||||
UpdateOutput();
|
||||
break;
|
||||
case "signal_b":
|
||||
float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[2]);
|
||||
UpdateOutput();
|
||||
break;
|
||||
case "signal_a":
|
||||
float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[3]);
|
||||
UpdateOutput();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
using System;
|
||||
using System.Globalization;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class DivideComponent : AdderComponent
|
||||
{
|
||||
public DivideComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
bool sendOutput = true;
|
||||
for (int i = 0; i < timeSinceReceived.Length; i++)
|
||||
{
|
||||
if (timeSinceReceived[i] > timeFrame) sendOutput = false;
|
||||
timeSinceReceived[i] += deltaTime;
|
||||
}
|
||||
if (sendOutput)
|
||||
{
|
||||
item.SendSignal(0, (receivedSignal[0] / receivedSignal[1]).ToString("G", CultureInfo.InvariantCulture), "signal_out", null);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,83 @@
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class EqualsComponent : ItemComponent
|
||||
{
|
||||
protected string output, falseOutput;
|
||||
|
||||
//an array to keep track of how long ago a signal was received on both inputs
|
||||
protected float[] timeSinceReceived;
|
||||
|
||||
protected string[] receivedSignal;
|
||||
|
||||
//the output is sent if both inputs have received a signal within the timeframe
|
||||
protected float timeFrame;
|
||||
|
||||
[InGameEditable, Serialize("1", true)]
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set { output = value; }
|
||||
}
|
||||
|
||||
[InGameEditable, Serialize("", true)]
|
||||
public string FalseOutput
|
||||
{
|
||||
get { return falseOutput; }
|
||||
set { falseOutput = value; }
|
||||
}
|
||||
|
||||
[InGameEditable(DecimalCount = 2), Serialize(0.0f, true)]
|
||||
public float TimeFrame
|
||||
{
|
||||
get { return timeFrame; }
|
||||
set
|
||||
{
|
||||
timeFrame = Math.Max(0.0f, value);
|
||||
}
|
||||
}
|
||||
|
||||
public EqualsComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
timeSinceReceived = new float[] { Math.Max(timeFrame * 2.0f, 0.1f), Math.Max(timeFrame * 2.0f, 0.1f) };
|
||||
receivedSignal = new string[2];
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
bool sendOutput = false;
|
||||
for (int i = 0; i < timeSinceReceived.Length; i++)
|
||||
{
|
||||
if (timeSinceReceived[i] <= timeFrame) sendOutput = true;
|
||||
timeSinceReceived[i] += deltaTime;
|
||||
}
|
||||
|
||||
if (sendOutput)
|
||||
{
|
||||
string signalOut = receivedSignal[0] == receivedSignal[1] ? output : falseOutput;
|
||||
if (string.IsNullOrEmpty(signalOut)) return;
|
||||
|
||||
item.SendSignal(0, signalOut, "signal_out", null);
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "signal_in1":
|
||||
receivedSignal[0] = signal;
|
||||
timeSinceReceived[0] = 0.0f;
|
||||
break;
|
||||
case "signal_in2":
|
||||
receivedSignal[1] = signal;
|
||||
timeSinceReceived[1] = 0.0f;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
using System.Globalization;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class GreaterComponent : EqualsComponent
|
||||
{
|
||||
private float val1, val2;
|
||||
|
||||
public GreaterComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
bool sendOutput = false;
|
||||
for (int i = 0; i < timeSinceReceived.Length; i++)
|
||||
{
|
||||
if (timeSinceReceived[i] <= timeFrame) sendOutput = true;
|
||||
timeSinceReceived[i] += deltaTime;
|
||||
}
|
||||
|
||||
if (sendOutput)
|
||||
{
|
||||
string signalOut = val1 > val2 ? output : falseOutput;
|
||||
if (string.IsNullOrEmpty(signalOut)) return;
|
||||
|
||||
item.SendSignal(0, signalOut, "signal_out", null);
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
|
||||
{
|
||||
base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power, signalStrength);
|
||||
float.TryParse(receivedSignal[0], NumberStyles.Float, CultureInfo.InvariantCulture, out val1);
|
||||
float.TryParse(receivedSignal[1], NumberStyles.Float, CultureInfo.InvariantCulture, out val2);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class MemoryComponent : ItemComponent
|
||||
{
|
||||
[InGameEditable, Serialize("", true)]
|
||||
public string Value
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
protected bool writeable = true;
|
||||
|
||||
public MemoryComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
item.SendSignal(0, Value, "signal_out", null);
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "signal_in":
|
||||
if (writeable) { Value = signal; }
|
||||
break;
|
||||
case "signal_store":
|
||||
writeable = (signal == "1");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
using System.Globalization;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class MultiplyComponent : AdderComponent
|
||||
{
|
||||
public MultiplyComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
bool sendOutput = true;
|
||||
for (int i = 0; i < timeSinceReceived.Length; i++)
|
||||
{
|
||||
if (timeSinceReceived[i] > timeFrame) sendOutput = false;
|
||||
timeSinceReceived[i] += deltaTime;
|
||||
}
|
||||
if (sendOutput)
|
||||
{
|
||||
item.SendSignal(0, (receivedSignal[0] * receivedSignal[1]).ToString("G", CultureInfo.InvariantCulture), "signal_out", null);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
using System.Globalization;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class SubtractComponent : AdderComponent
|
||||
{
|
||||
public SubtractComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
bool sendOutput = true;
|
||||
for (int i = 0; i < timeSinceReceived.Length; i++)
|
||||
{
|
||||
if (timeSinceReceived[i] > timeFrame) sendOutput = false;
|
||||
timeSinceReceived[i] += deltaTime;
|
||||
}
|
||||
if (sendOutput)
|
||||
{
|
||||
item.SendSignal(0, (receivedSignal[0] - receivedSignal[1]).ToString("G", CultureInfo.InvariantCulture), "signal_out", null);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class XorComponent : AndComponent
|
||||
{
|
||||
public XorComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
int sendOutput = 0;
|
||||
for (int i = 0; i < timeSinceReceived.Length; i++)
|
||||
{
|
||||
if (timeSinceReceived[i] <= timeFrame) sendOutput += 1;
|
||||
timeSinceReceived[i] += deltaTime;
|
||||
}
|
||||
|
||||
string signalOut = sendOutput == 1 ? output : falseOutput;
|
||||
if (string.IsNullOrEmpty(signalOut)) return;
|
||||
|
||||
item.SendSignal(0, signalOut, "signal_out", null);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -430,13 +430,6 @@ namespace Barotrauma
|
||||
}
|
||||
CurrentLocation.SelectedMissionIndex = missionIndex;
|
||||
|
||||
//the destination must be the same as the destination of the mission
|
||||
if (CurrentLocation.SelectedMission != null &&
|
||||
CurrentLocation.SelectedMission.Locations[1] != SelectedLocation)
|
||||
{
|
||||
SelectLocation(CurrentLocation.SelectedMission.Locations[1]);
|
||||
}
|
||||
|
||||
SelectedLocation = location;
|
||||
SelectedConnection = connections.Find(c => c.Locations.Contains(CurrentLocation) && c.Locations.Contains(SelectedLocation));
|
||||
OnLocationSelected?.Invoke(SelectedLocation, SelectedConnection);
|
||||
|
||||
@@ -160,16 +160,6 @@ namespace Barotrauma
|
||||
}
|
||||
#endif
|
||||
|
||||
public void SetState()
|
||||
{
|
||||
hit = binding.IsHit();
|
||||
if (hit) hitQueue = true;
|
||||
|
||||
held = binding.IsDown();
|
||||
if (held) heldQueue = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
public bool Hit
|
||||
{
|
||||
get
|
||||
|
||||
@@ -12,6 +12,8 @@ namespace Barotrauma
|
||||
//key = language
|
||||
private static Dictionary<string, List<TextPack>> textPacks = new Dictionary<string, List<TextPack>>();
|
||||
|
||||
private static string[] serverMessageCharacters = new string[] { "~", "[", "]", "=" };
|
||||
|
||||
public static string Language;
|
||||
|
||||
private static HashSet<string> availableLanguages = new HashSet<string>();
|
||||
@@ -136,9 +138,11 @@ namespace Barotrauma
|
||||
return string.Format(text, args);
|
||||
}
|
||||
|
||||
// Format: ServerMessage.Identifier1;ServerMessage.Indentifier2_[variable1]=value_[variable2]=value
|
||||
// Format: ServerMessage.Identifier1/ServerMessage.Indentifier2~[variable1]=value~[variable2]=value
|
||||
public static string GetServerMessage(string serverMessage)
|
||||
{
|
||||
if (serverMessage.Contains(" ")) return serverMessage; // Spaces found, do not translate
|
||||
|
||||
if (!textPacks.ContainsKey(Language))
|
||||
{
|
||||
DebugConsole.ThrowError("No text packs available for the selected language (" + Language + ")! Switching to English...");
|
||||
@@ -149,11 +153,11 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
string[] messages = serverMessage.Split(';');
|
||||
string[] messages = serverMessage.Split('/');
|
||||
|
||||
for (int i = 0; i < messages.Length; i++)
|
||||
{
|
||||
if (!messages[i].Contains("_")) // No variables, just translate
|
||||
if (!IsServerMessageWithVariables(messages[i])) // No variables, try to translate
|
||||
{
|
||||
string msg = Get(messages[i], true);
|
||||
|
||||
@@ -164,13 +168,17 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
string[] messageWithVariables = messages[i].Split('_');
|
||||
string[] messageWithVariables = messages[i].Split('~');
|
||||
string msg = Get(messageWithVariables[0], true);
|
||||
|
||||
if (msg != null) // If a translation was found, otherwise use the original
|
||||
{
|
||||
messages[i] = msg;
|
||||
}
|
||||
else
|
||||
{
|
||||
continue; // No translation found, probably caused by player input -> skip variable handling
|
||||
}
|
||||
|
||||
// First index is always the message identifier -> start at 1
|
||||
for (int j = 1; j < messageWithVariables.Length; j++)
|
||||
@@ -190,6 +198,16 @@ namespace Barotrauma
|
||||
return translatedServerMessage;
|
||||
}
|
||||
|
||||
public static bool IsServerMessageWithVariables(string message)
|
||||
{
|
||||
for (int i = 0; i < serverMessageCharacters.Length; i++)
|
||||
{
|
||||
if (!message.Contains(serverMessageCharacters[i])) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static List<string> GetAll(string textTag)
|
||||
{
|
||||
if (!textPacks.ContainsKey(Language))
|
||||
|
||||
Binary file not shown.
@@ -3,17 +3,13 @@ Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio 15
|
||||
VisualStudioVersion = 15.0.27130.2010
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BarotraumaClient", "Barotrauma\BarotraumaClient\BarotraumaClient.csproj", "{008C0F83-E914-4966-9135-EA885059EDD8}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WindowsClient", "Barotrauma\BarotraumaClient\WindowsClient.csproj", "{008C0F83-E914-4966-9135-EA885059EDD8}"
|
||||
ProjectSection(ProjectDependencies) = postProject
|
||||
{85232B20-074D-4723-B0C6-91495391E448} = {85232B20-074D-4723-B0C6-91495391E448}
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Farseer Physics MonoGame", "Libraries\Farseer Physics Engine 3.5\Farseer Physics MonoGame.csproj", "{0AAD36E3-51A5-4A07-AB60-5C8A66BD38B7}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Lidgren.Network", "Libraries\Lidgren.Network\Lidgren.Network.csproj", "{49BA1C69-6104-41AC-A5D8-B54FA9F696E8}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Launcher", "Barotrauma\Launcher\Launcher.csproj", "{251AAFE1-F24B-4837-9128-9D04FCBFD528}"
|
||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{D32A29D8-AC7B-4189-B734-8ED9EB4120D0}"
|
||||
ProjectSection(SolutionItems) = preProject
|
||||
NuGet.Config = NuGet.Config
|
||||
@@ -25,9 +21,9 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SharpFont", "Libraries\Shar
|
||||
EndProject
|
||||
Project("{D954291E-2A0B-460D-934E-DC6B0785DB48}") = "SharpFontShared", "Libraries\SharpFont\Source\SharpFontShared\SharpFontShared.shproj", "{2E4773B7-961A-4328-9D77-9749F9071CA2}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BarotraumaServer", "Barotrauma\BarotraumaServer\BarotraumaServer.csproj", "{85232B20-074D-4723-B0C6-91495391E448}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Server", "Barotrauma\BarotraumaServer\Server.csproj", "{85232B20-074D-4723-B0C6-91495391E448}"
|
||||
EndProject
|
||||
Project("{D954291E-2A0B-460D-934E-DC6B0785DB48}") = "BarotraumaShared", "Barotrauma\BarotraumaShared\BarotraumaShared.shproj", "{561357C2-DB28-4E01-B275-6BF545F70491}"
|
||||
Project("{D954291E-2A0B-460D-934E-DC6B0785DB48}") = "SharedCode", "Barotrauma\BarotraumaShared\SharedCode.shproj", "{561357C2-DB28-4E01-B275-6BF545F70491}"
|
||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Barotrauma", "Barotrauma", "{F35DF9BF-0BED-4FEF-A51C-DD83C531882F}"
|
||||
EndProject
|
||||
@@ -35,458 +31,330 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Libraries", "Libraries", "{
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Farseer Physics", "Libraries\Farseer Physics Engine 3.5\Farseer Physics.csproj", "{A4610E4C-DD34-428B-BABB-779CA0B5993A}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Facepunch.Steamworks", "Libraries\Facepunch.Steamworks\Facepunch.Steamworks.csproj", "{3AF0347C-5A9B-4421-868C-8EE3DBFAEBC6}"
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Facepunch.Steamworks", "Libraries\Facepunch.Steamworks\Facepunch.Steamworks.csproj", "{3AF0347C-5A9B-4421-868C-8EE3DBFAEBC6}"
|
||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Windows", "Windows", "{78A9F0AA-5519-407A-9B72-2A09F5DF7068}"
|
||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Code", "Code", "{19BDB9C9-49DA-4157-9801-21F39930D106}"
|
||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Content", "Content", "{3503EDE6-A1D7-446C-BF3E-CA218547B254}"
|
||||
EndProject
|
||||
Project("{D954291E-2A0B-460D-934E-DC6B0785DB48}") = "ClientCode", "Barotrauma\BarotraumaClient\ClientCode.shproj", "{51AFF563-4982-474D-A92F-50B06DB05B3D}"
|
||||
EndProject
|
||||
Project("{D954291E-2A0B-460D-934E-DC6B0785DB48}") = "SharedContent", "Barotrauma\BarotraumaShared\SharedContent.shproj", "{A67D00EB-8F3D-49C9-9E01-94ED90B6BF2B}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Farseer Physics MonoGame DesktopGL", "Libraries\Farseer Physics Engine 3.5\Farseer Physics MonoGame DesktopGL.csproj", "{0AAD36E3-51A5-4A07-AB60-5C8A66BD38B7}"
|
||||
EndProject
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.DebugLinux|x64.ActiveCfg = DebugLinux|x64
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{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.DebugLinux|x64.Build.0 = DebugLinux|x64
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{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.DebugMac|Any CPU.ActiveCfg = DebugLinux|x64
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||||
{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.DebugMac|Any CPU.Build.0 = DebugLinux|x64
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||||
{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.DebugMac|x64.ActiveCfg = DebugLinux|x64
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||||
{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.DebugWindows|Any CPU.ActiveCfg = DebugLinux|x64
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||||
{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.DebugWindows|Any CPU.Build.0 = DebugLinux|x64
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||||
{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.DebugWindows|x64.ActiveCfg = DebugLinux|x64
|
||||
{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.ReleaseLinux|Any CPU.ActiveCfg = ReleaseLinux|x64
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||||
{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.ReleaseLinux|x64.ActiveCfg = ReleaseLinux|x64
|
||||
{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.ReleaseLinux|x64.Build.0 = ReleaseLinux|x64
|
||||
{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.ReleaseMac|Any CPU.ActiveCfg = DebugLinux|x64
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||||
{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.ReleaseMac|Any CPU.Build.0 = DebugLinux|x64
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||||
{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.ReleaseMac|x64.ActiveCfg = ReleaseLinux|x64
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||||
{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.ReleaseWindows|Any CPU.ActiveCfg = DebugLinux|x64
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||||
{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.ReleaseWindows|Any CPU.Build.0 = DebugLinux|x64
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{D7F9FDD3-AF03-46AD-A2C2-F590899712B7}.ReleaseWindows|x64.ActiveCfg = ReleaseLinux|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.DebugLinux|Any CPU.ActiveCfg = DebugMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.DebugLinux|x64.ActiveCfg = DebugMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.DebugMac|Any CPU.ActiveCfg = DebugMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.DebugMac|Any CPU.Build.0 = DebugMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.DebugMac|x64.ActiveCfg = DebugMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.DebugMac|x64.Build.0 = DebugMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.DebugWindows|Any CPU.ActiveCfg = DebugMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.DebugWindows|Any CPU.Build.0 = DebugMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.DebugWindows|x64.ActiveCfg = DebugMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.ReleaseLinux|Any CPU.ActiveCfg = ReleaseMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.ReleaseLinux|x64.ActiveCfg = ReleaseMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.ReleaseMac|Any CPU.ActiveCfg = DebugMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.ReleaseMac|Any CPU.Build.0 = DebugMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.ReleaseMac|x64.ActiveCfg = ReleaseMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.ReleaseMac|x64.Build.0 = ReleaseMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.ReleaseWindows|Any CPU.ActiveCfg = DebugMac|x64
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{CC996BB6-3781-4868-B996-07F9CDC936ED}.ReleaseWindows|Any CPU.Build.0 = DebugMac|x64
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||||
{CC996BB6-3781-4868-B996-07F9CDC936ED}.ReleaseWindows|x64.ActiveCfg = ReleaseMac|x64
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||||
EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(NestedProjects) = preSolution
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{0AAD36E3-51A5-4A07-AB60-5C8A66BD38B7} = {DE36F45F-F09E-4719-B953-00D148F7722A}
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{008C0F83-E914-4966-9135-EA885059EDD8} = {78A9F0AA-5519-407A-9B72-2A09F5DF7068}
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{49BA1C69-6104-41AC-A5D8-B54FA9F696E8} = {DE36F45F-F09E-4719-B953-00D148F7722A}
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{251AAFE1-F24B-4837-9128-9D04FCBFD528} = {F35DF9BF-0BED-4FEF-A51C-DD83C531882F}
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{3B8F9EDB-6E5E-450C-ABC2-EC49075D0B50} = {DE36F45F-F09E-4719-B953-00D148F7722A}
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{C293DB32-FA42-486D-B128-5A12522FAE4E} = {DE36F45F-F09E-4719-B953-00D148F7722A}
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{2E4773B7-961A-4328-9D77-9749F9071CA2} = {DE36F45F-F09E-4719-B953-00D148F7722A}
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{85232B20-074D-4723-B0C6-91495391E448} = {F35DF9BF-0BED-4FEF-A51C-DD83C531882F}
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{561357C2-DB28-4E01-B275-6BF545F70491} = {F35DF9BF-0BED-4FEF-A51C-DD83C531882F}
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{561357C2-DB28-4E01-B275-6BF545F70491} = {19BDB9C9-49DA-4157-9801-21F39930D106}
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{A4610E4C-DD34-428B-BABB-779CA0B5993A} = {DE36F45F-F09E-4719-B953-00D148F7722A}
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{3AF0347C-5A9B-4421-868C-8EE3DBFAEBC6} = {DE36F45F-F09E-4719-B953-00D148F7722A}
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{78A9F0AA-5519-407A-9B72-2A09F5DF7068} = {F35DF9BF-0BED-4FEF-A51C-DD83C531882F}
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{19BDB9C9-49DA-4157-9801-21F39930D106} = {F35DF9BF-0BED-4FEF-A51C-DD83C531882F}
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{3503EDE6-A1D7-446C-BF3E-CA218547B254} = {F35DF9BF-0BED-4FEF-A51C-DD83C531882F}
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{51AFF563-4982-474D-A92F-50B06DB05B3D} = {19BDB9C9-49DA-4157-9801-21F39930D106}
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{A67D00EB-8F3D-49C9-9E01-94ED90B6BF2B} = {3503EDE6-A1D7-446C-BF3E-CA218547B254}
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||||
{0AAD36E3-51A5-4A07-AB60-5C8A66BD38B7} = {DE36F45F-F09E-4719-B953-00D148F7722A}
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{830461AA-3E2E-4BDE-9B27-1B3280836521} = {DE36F45F-F09E-4719-B953-00D148F7722A}
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{B2C129F2-8E5C-419A-98EB-161AA5B5FC71} = {F35DF9BF-0BED-4FEF-A51C-DD83C531882F}
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{D7F9FDD3-AF03-46AD-A2C2-F590899712B7} = {B2C129F2-8E5C-419A-98EB-161AA5B5FC71}
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||||
{DBCF6FF0-3DE9-11E9-B3EF-63280FDBDA4A} = {F35DF9BF-0BED-4FEF-A51C-DD83C531882F}
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{CC996BB6-3781-4868-B996-07F9CDC936ED} = {DBCF6FF0-3DE9-11E9-B3EF-63280FDBDA4A}
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {17032EAB-554B-4B44-A4F6-EFB177ACAB7A}
|
||||
|
||||
@@ -12,21 +12,33 @@ If you've encountered a bug, you can report it in the [issue tracker](https://gi
|
||||
Before you start doing modifications to the code or submitting pull requests to the repository, it is important that you've read and understood (at least the human-readable summary part) of [our EULA](https://github.com/Regalis11/Barotrauma/blob/master/EULA.txt). To sum it up, Barotrauma is not an open source project in the sense of free, open source software that you can freely distribute or reuse. Even though the early versions of the game have been available for free, the game will eventually have a price tag. If you're not comfortable with your contributions potentially being used in a commercial product, do not submit pull requests to the repository.
|
||||
|
||||
### Getting started
|
||||
Installing Visual Studio
|
||||
#### Windows
|
||||
You need a version of Visual Studio that supports C# 6.0 to compile game. If you don't have a compatible version of Visual Studio installed, you can get Visual Studio Community 2017 from the following link: https://visualstudio.microsoft.com/downloads/
|
||||
|
||||
Make sure you select ".NET desktop development" during the install process to make sure you have the required features to work with Barotrauma.
|
||||
|
||||
#### Linux
|
||||
All that is required to build Barotrauma on Linux is the `mono-devel` package that you can install by following the instructions on the following page: https://www.mono-project.com/download/stable/#download-lin
|
||||
|
||||
You may optionally install [MonoDevelop](https://www.monodevelop.com/) to navigate and modify the solution.
|
||||
|
||||
### Installing dependencies
|
||||
We use NuGet to make the solution download most of the required libraries and dependencies automatically, but you also need to make sure you have the OpenAL audio library installed.
|
||||
You can get OpenAL from the following link: https://www.openal.org/downloads/oalinst.zip
|
||||
|
||||
If you're on Windows, you can get OpenAL from the following link: https://www.openal.org/downloads/oalinst.zip
|
||||
|
||||
### Modifying the source code
|
||||
Barotrauma's source code is split up into three projects: `ClientCode`, `Server` and `SharedCode`. The non-code assets (i.e. textures, sound files, miscellaneous XML) are mainly found in the `SharedContent` project.
|
||||
|
||||
The client project includes the code only required by the client executable: graphics-related code, audio, particle effects and such. The server project includes logic that's only needed by the dedicated server executable. The shared project contains most of the gameplay, physics and networking logic and everything else that's needed by both the client executable and the dedicated server.
|
||||
|
||||
### Building the game
|
||||
The Barotrauma_Solution.sln solution includes 3 important projects: BarotraumaClient, BarotraumaServer and BarotraumaShared. The client project includes the code only required by the client executable: graphics-related code, audio, particle effects and such. The server project includes logic that's only needed by the dedicated server executable. The shared project contains most of the gameplay, physics and networking logic and everything else that's needed by both the client executable and the dedicated server.
|
||||
Before building, you should choose the build configuration. The available configurations are `DebugWindows`, `DebugMac`, `DebugLinux`, `ReleaseWindows`, `ReleaseMac` and `ReleaseLinux`. Additionally, unless you want to work on the dedicated server, you may want to make sure `WindowsClient`, `MacClient` or `LinuxClient` are selected as the startup project.
|
||||
|
||||
Unless you want to work on the dedicated server, you should make sure BarotraumaClient is selected as the startup project.
|
||||
The debug build configurations include some features that make debugging and testing a little easier: things such as additional console commands, being able to move the submarine with the IJKL keys and allowing clients to use any console command in multiplayer. The debug builds don't create crash reports when an unhandled exception occurs - the intention behind this is to allow exceptions to be caught by the debugger instead of having the game close and write a report.
|
||||
|
||||
Next you should choose the build configuration. When developing on Windows, choose either DebugWindows or ReleaseWindows. The debug build configuration includes some features that make debugging and testing a little easier: things such as additional console commands, being able to move the submarine with the IJKL keys and allowing clients to use any console command in multiplayer. The debug builds don't create crash reports when an unhandled exception occurs - the intention behind this is to allow exceptions to be caught by the debugger instead of having the game close and write a report.
|
||||
To build through the command line (recommended if you're on Linux), use the following command:
|
||||
`msbuild Barotrauma_Solution.sln /property:Configuration=CONFIGURATION /property:Platform=x64`
|
||||
|
||||
### Programming guidelines
|
||||
We (loosely) follow the C# naming and coding conventions recommended by Microsoft.
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
<PropertyGroup>
|
||||
|
||||
<TargetFrameworks>net45;net35;net40</TargetFrameworks>
|
||||
<TargetFrameworks>net45</TargetFrameworks>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
<AssemblyName>Facepunch.Steamworks</AssemblyName>
|
||||
|
||||
|
||||
@@ -0,0 +1,214 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">ReleaseWindows</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProductVersion>8.0.30703</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{0AAD36E3-51A5-4A07-AB60-5C8A66BD38B7}</ProjectGuid>
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<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>FarseerPhysics</RootNamespace>
|
||||
<AssemblyName>FarseerPhysics MonoGame</AssemblyName>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<SccProjectName>
|
||||
</SccProjectName>
|
||||
<SccLocalPath>
|
||||
</SccLocalPath>
|
||||
<SccAuxPath>
|
||||
</SccAuxPath>
|
||||
<SccProvider>
|
||||
</SccProvider>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<TargetFrameworkProfile>
|
||||
</TargetFrameworkProfile>
|
||||
<ReleaseVersion>0.9.0.0</ReleaseVersion>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationIcon>
|
||||
</ApplicationIcon>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<StartupObject />
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ReleaseWindows|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>ReleaseWindows\</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS</DefineConstants>
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ReleaseLinux|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>ReleaseLinux\</OutputPath>
|
||||
<DefineConstants>TRACE;LINUX</DefineConstants>
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ReleaseMac|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>ReleaseMac\</OutputPath>
|
||||
<DefineConstants>TRACE;OSX</DefineConstants>
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'DebugWindows|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<OutputPath>DebugWindows\</OutputPath>
|
||||
<DefineConstants>TRACE;DEBUG;WINDOWS</DefineConstants>
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'DebugLinux|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>DebugLinux\</OutputPath>
|
||||
<DefineConstants>TRACE;DEBUG;LINUX</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'DebugMac|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>DebugMac\</OutputPath>
|
||||
<DefineConstants>TRACE;DEBUG;OSX</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Collision\Collision.cs" />
|
||||
<Compile Include="Collision\Distance.cs" />
|
||||
<Compile Include="Collision\DynamicTree.cs" />
|
||||
<Compile Include="Collision\DynamicTreeBroadPhase.cs" />
|
||||
<Compile Include="Collision\IBroadPhase.cs" />
|
||||
<Compile Include="Collision\Shapes\ChainShape.cs" />
|
||||
<Compile Include="Collision\Shapes\CircleShape.cs" />
|
||||
<Compile Include="Collision\Shapes\EdgeShape.cs" />
|
||||
<Compile Include="Collision\Shapes\PolygonShape.cs" />
|
||||
<Compile Include="Collision\Shapes\Shape.cs" />
|
||||
<Compile Include="Collision\TimeOfImpact.cs" />
|
||||
<Compile Include="Common\ConvexHull\ChainHull.cs" />
|
||||
<Compile Include="Common\ConvexHull\GiftWrap.cs" />
|
||||
<Compile Include="Common\ConvexHull\Melkman.cs" />
|
||||
<Compile Include="Common\Decomposition\BayazitDecomposer.cs" />
|
||||
<Compile Include="Common\Decomposition\CDTDecomposer.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\DelaunayTriangle.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\AdvancingFront.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\AdvancingFrontNode.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\DTSweep.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\DTSweepConstraint.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\DTSweepContext.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\DTSweepPointComparator.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\PointOnEdgeException.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\ITriangulatable.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Orientation.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Polygon\Polygon.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Polygon\PolygonPoint.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Polygon\PolygonSet.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Sets\ConstrainedPointSet.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Sets\PointSet.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\TriangulationConstraint.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\TriangulationContext.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\TriangulationMode.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\TriangulationPoint.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\TriangulationUtil.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Util\FixedArray3.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Util\FixedBitArray3.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Util\PointGenerator.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Util\PolygonGenerator.cs" />
|
||||
<Compile Include="Common\Decomposition\EarclipDecomposer.cs" />
|
||||
<Compile Include="Common\Decomposition\FlipcodeDecomposer.cs" />
|
||||
<Compile Include="Common\Decomposition\SeidelDecomposer.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\Edge.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\MonotoneMountain.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\Node.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\Point.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\QueryGraph.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\Sink.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\Trapezoid.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\TrapezoidalMap.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\Triangulator.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\XNode.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\YNode.cs" />
|
||||
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'DebugMac|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>DebugMac\</OutputPath>
|
||||
<DefineConstants>TRACE;DEBUG;OSX</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' " />
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' " />
|
||||
<ItemGroup>
|
||||
<Compile Include="Collision\Collision.cs" />
|
||||
<Compile Include="Collision\Distance.cs" />
|
||||
<Compile Include="Collision\DynamicTree.cs" />
|
||||
<Compile Include="Collision\DynamicTreeBroadPhase.cs" />
|
||||
<Compile Include="Collision\IBroadPhase.cs" />
|
||||
<Compile Include="Collision\Shapes\ChainShape.cs" />
|
||||
<Compile Include="Collision\Shapes\CircleShape.cs" />
|
||||
<Compile Include="Collision\Shapes\EdgeShape.cs" />
|
||||
<Compile Include="Collision\Shapes\PolygonShape.cs" />
|
||||
<Compile Include="Collision\Shapes\Shape.cs" />
|
||||
<Compile Include="Collision\TimeOfImpact.cs" />
|
||||
<Compile Include="Common\ConvexHull\ChainHull.cs" />
|
||||
<Compile Include="Common\ConvexHull\GiftWrap.cs" />
|
||||
<Compile Include="Common\ConvexHull\Melkman.cs" />
|
||||
<Compile Include="Common\Decomposition\BayazitDecomposer.cs" />
|
||||
<Compile Include="Common\Decomposition\CDTDecomposer.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\DelaunayTriangle.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\AdvancingFront.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\AdvancingFrontNode.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\DTSweep.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\DTSweepConstraint.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\DTSweepContext.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\DTSweepPointComparator.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\PointOnEdgeException.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\ITriangulatable.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Orientation.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Polygon\Polygon.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Polygon\PolygonPoint.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Polygon\PolygonSet.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Sets\ConstrainedPointSet.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Sets\PointSet.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\TriangulationConstraint.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\TriangulationContext.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\TriangulationMode.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\TriangulationPoint.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\TriangulationUtil.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Util\FixedArray3.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Util\FixedBitArray3.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Util\PointGenerator.cs" />
|
||||
<Compile Include="Common\Decomposition\CDT\Util\PolygonGenerator.cs" />
|
||||
<Compile Include="Common\Decomposition\EarclipDecomposer.cs" />
|
||||
<Compile Include="Common\Decomposition\FlipcodeDecomposer.cs" />
|
||||
<Compile Include="Common\Decomposition\SeidelDecomposer.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\Edge.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\MonotoneMountain.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\Node.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\Point.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\QueryGraph.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\Sink.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\Trapezoid.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\TrapezoidalMap.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\Triangulator.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\XNode.cs" />
|
||||
<Compile Include="Common\Decomposition\Seidel\YNode.cs" />
|
||||
<Compile Include="Common\Decomposition\Triangulate.cs" />
|
||||
<Compile Include="Common\FixedArray.cs" />
|
||||
<Compile Include="Common\LineTools.cs" />
|
||||
<Compile Include="Common\Math.cs" />
|
||||
<Compile Include="Common\Path.cs" />
|
||||
<Compile Include="Common\PathManager.cs" />
|
||||
<Compile Include="Common\PhysicsLogic\FilterData.cs" />
|
||||
<Compile Include="Common\PhysicsLogic\PhysicsLogic.cs" />
|
||||
<Compile Include="Common\PhysicsLogic\RealExplosion.cs" />
|
||||
<Compile Include="Common\PhysicsLogic\SimpleExplosion.cs" />
|
||||
<Compile Include="Common\PolygonManipulation\CuttingTools.cs" />
|
||||
<Compile Include="Common\PolygonManipulation\SimpleCombiner.cs" />
|
||||
<Compile Include="Common\PolygonManipulation\SimplifyTools.cs" />
|
||||
<Compile Include="Common\PolygonManipulation\YuPengClipper.cs" />
|
||||
<Compile Include="Common\PolygonTools.cs" />
|
||||
<Compile Include="Common\Serialization.cs" />
|
||||
<Compile Include="Common\TextureTools\MarchingSquares.cs" />
|
||||
<Compile Include="Common\TextureTools\Terrain.cs" />
|
||||
<Compile Include="Common\TextureTools\TextureConverter.cs" />
|
||||
<Compile Include="Common\Vertices.cs" />
|
||||
<Compile Include="Controllers\AbstractForceController.cs" />
|
||||
<Compile Include="Controllers\BuoyancyController.cs" />
|
||||
<Compile Include="Controllers\Controller.cs" />
|
||||
<Compile Include="Controllers\GravityController.cs" />
|
||||
<Compile Include="Controllers\SimpleWindForce.cs" />
|
||||
<Compile Include="Controllers\VelocityLimitController.cs" />
|
||||
<Compile Include="ConvertUnits.cs" />
|
||||
<Compile Include="DebugViewBase.cs" />
|
||||
<Compile Include="Dynamics\Body.cs" />
|
||||
<Compile Include="Dynamics\BreakableBody.cs" />
|
||||
<Compile Include="Dynamics\ContactManager.cs" />
|
||||
<Compile Include="Dynamics\Contacts\Contact.cs" />
|
||||
<Compile Include="Dynamics\Contacts\ContactSolver.cs" />
|
||||
<Compile Include="Dynamics\Fixture.cs" />
|
||||
<Compile Include="Dynamics\Island.cs" />
|
||||
<Compile Include="Dynamics\Joints\AngleJoint.cs" />
|
||||
<Compile Include="Dynamics\Joints\DistanceJoint.cs" />
|
||||
<Compile Include="Dynamics\Joints\FixedMouseJoint.cs" />
|
||||
<Compile Include="Dynamics\Joints\FrictionJoint.cs" />
|
||||
<Compile Include="Dynamics\Joints\GearJoint.cs" />
|
||||
<Compile Include="Dynamics\Joints\Joint.cs" />
|
||||
<Compile Include="Dynamics\Joints\MotorJoint.cs" />
|
||||
<Compile Include="Dynamics\Joints\PrismaticJoint.cs" />
|
||||
<Compile Include="Dynamics\Joints\PulleyJoint.cs" />
|
||||
<Compile Include="Dynamics\Joints\RevoluteJoint.cs" />
|
||||
<Compile Include="Dynamics\Joints\RopeJoint.cs" />
|
||||
<Compile Include="Dynamics\Joints\WeldJoint.cs" />
|
||||
<Compile Include="Dynamics\Joints\WheelJoint.cs" />
|
||||
<Compile Include="Dynamics\TimeStep.cs" />
|
||||
<Compile Include="Dynamics\World.cs" />
|
||||
<Compile Include="Dynamics\WorldCallbacks.cs" />
|
||||
<Compile Include="Factories\BodyFactory.cs" />
|
||||
<Compile Include="Factories\FixtureFactory.cs" />
|
||||
<Compile Include="Factories\JointFactory.cs" />
|
||||
<Compile Include="Factories\LinkFactory.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Settings.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="MonoGame.Framework.WindowsDX">
|
||||
<HintPath>..\NuGet\MonoGame.Framework.WindowsDX.3.7.1.189\lib\net45\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SharpDX">
|
||||
<HintPath>..\NuGet\SharpDX.4.2.0\lib\net45\SharpDX.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup />
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
||||
@@ -1,6 +1,6 @@
|
||||
# Barotrauma
|
||||
|
||||
Copyright © Undertow Games 2017-2018
|
||||
Copyright © Undertow Games 2017-2019
|
||||
|
||||
Before downloading the source code, please read the [EULA](EULA.txt).
|
||||
|
||||
@@ -20,8 +20,7 @@ If you're interested in working on the code, either to develop mods or to contri
|
||||
### Windows
|
||||
- [Visual Studio](https://www.visualstudio.com/vs/community/) with C# 7.0 support (VS 2017 or later recommended)
|
||||
### Linux
|
||||
- [Mono 5.16](http://www.mono-project.com)
|
||||
- [MonoDevelop 7.5](http://www.monodevelop.com/)
|
||||
- [mono-devel 5.18](http://www.mono-project.com)
|
||||
### macOS
|
||||
- [Mono 5.8](http://www.mono-project.com)
|
||||
- [Visual Studio](https://www.visualstudio.com/vs/community/)
|
||||
- [Mono 5.16](http://www.mono-project.com)
|
||||
- [Visual Studio](https://www.visualstudio.com/vs/community/)
|
||||
|
||||
Reference in New Issue
Block a user