(d041dfb1b) Implemented lazy sprite loading (= the texture isn't loaded until it's accessed for the first time). Atm only used in LevelObjectPrefabs and location portraits.
This commit is contained in:
@@ -76,6 +76,9 @@ namespace Barotrauma
|
||||
|
||||
partial void InitProjSpecific()
|
||||
{
|
||||
Prefab.Sprite?.EnsureLazyLoaded();
|
||||
Prefab.SpecularSprite?.EnsureLazyLoaded();
|
||||
|
||||
CurrentSwingAmount = Prefab.SwingAmountRad;
|
||||
CurrentScaleOscillation = Prefab.ScaleOscillation;
|
||||
|
||||
|
||||
@@ -291,11 +291,6 @@ namespace Barotrauma.Lights
|
||||
spriteBatch.Draw(HighlightMap, Vector2.Zero, Color.White);
|
||||
spriteBatch.End();
|
||||
}
|
||||
GameMain.ParticleManager.Draw(spriteBatch, true, null, Particles.ParticleBlendState.Additive);
|
||||
spriteBatch.End();
|
||||
|
||||
//draw a black rectangle on hulls to hide background lights behind subs
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
|
||||
//draw characters to obstruct the highlighted items/characters and light sprites
|
||||
//---------------------------------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user