Build 1.1.4.0
This commit is contained in:
@@ -1,4 +1,5 @@
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using Barotrauma.Extensions;
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using Barotrauma.Lights;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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@@ -14,9 +15,9 @@ namespace Barotrauma
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private RenderTarget2D renderTargetWater;
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private RenderTarget2D renderTargetFinal;
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private Effect damageEffect;
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private Texture2D damageStencil;
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private Texture2D distortTexture;
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public readonly Effect DamageEffect;
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private readonly Texture2D damageStencil;
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private readonly Texture2D distortTexture;
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private float fadeToBlackState;
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@@ -38,7 +39,7 @@ namespace Barotrauma
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};
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//var blurEffect = LoadEffect("Effects/blurshader");
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damageEffect = EffectLoader.Load("Effects/damageshader");
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DamageEffect = EffectLoader.Load("Effects/damageshader");
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PostProcessEffect = EffectLoader.Load("Effects/postprocess");
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GradientEffect = EffectLoader.Load("Effects/gradientshader");
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GrainEffect = EffectLoader.Load("Effects/grainshader");
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@@ -46,9 +47,9 @@ namespace Barotrauma
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BlueprintEffect = EffectLoader.Load("Effects/blueprintshader");
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damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
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damageEffect.Parameters["xStencil"].SetValue(damageStencil);
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damageEffect.Parameters["aMultiplier"].SetValue(50.0f);
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damageEffect.Parameters["cMultiplier"].SetValue(200.0f);
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DamageEffect.Parameters["xStencil"].SetValue(damageStencil);
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DamageEffect.Parameters["aMultiplier"].SetValue(50.0f);
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DamageEffect.Parameters["cMultiplier"].SetValue(200.0f);
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distortTexture = TextureLoader.FromFile("Content/Effects/distortnormals.png");
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PostProcessEffect.Parameters["xDistortTexture"].SetValue(distortTexture);
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@@ -105,13 +106,13 @@ namespace Barotrauma
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c.DoVisibilityCheck(cam);
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if (c.IsVisible != wasVisible)
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{
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c.AnimController.Limbs.ForEach(l =>
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foreach (var limb in c.AnimController.Limbs)
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{
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if (l.LightSource != null)
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if (limb.LightSource is LightSource light)
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{
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l.LightSource.Enabled = c.IsVisible;
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light.Enabled = c.IsVisible;
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}
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});
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}
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}
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}
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@@ -187,6 +188,10 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:LOS", sw.ElapsedTicks);
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sw.Restart();
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static bool IsFromOutpostDrawnBehindSubs(Entity e)
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=> e.Submarine is { Info.OutpostGenerationParams.DrawBehindSubs: true };
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//------------------------------------------------------------------------
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graphics.SetRenderTarget(renderTarget);
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graphics.Clear(Color.Transparent);
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@@ -194,7 +199,7 @@ namespace Barotrauma
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//(= the background texture that's revealed when a wall is destroyed) into the background render target
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//These will be visible through the LOS effect.
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (e.SpriteDepth >= 0.9f || s.Prefab.BackgroundSprite != null));
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Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (e.SpriteDepth >= 0.9f || s.Prefab.BackgroundSprite != null) && !IsFromOutpostDrawnBehindSubs(e));
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Submarine.DrawPaintedColors(spriteBatch, false);
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spriteBatch.End();
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@@ -221,7 +226,11 @@ namespace Barotrauma
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Level.Loaded.DrawBack(graphics, spriteBatch, cam);
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}
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//draw alpha blended particles that are in water and behind subs
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (e.SpriteDepth >= 0.9f || s.Prefab.BackgroundSprite != null) && IsFromOutpostDrawnBehindSubs(e));
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spriteBatch.End();
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//draw alpha blended particles that are in water and behind subs
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#if LINUX || OSX
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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#else
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@@ -336,12 +345,13 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontParticles", sw.ElapsedTicks);
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sw.Restart();
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DamageEffect.CurrentTechnique = DamageEffect.Techniques["StencilShader"];
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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.NonPremultiplied, SamplerState.LinearWrap,
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null, null,
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damageEffect,
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DamageEffect,
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cam.Transform);
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Submarine.DrawDamageable(spriteBatch, damageEffect, false);
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Submarine.DrawDamageable(spriteBatch, DamageEffect, false);
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spriteBatch.End();
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sw.Stop();
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@@ -368,7 +378,7 @@ namespace Barotrauma
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{
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graphics.DepthStencilState = DepthStencilState.None;
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graphics.SamplerStates[0] = SamplerState.LinearWrap;
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graphics.BlendState = Lights.CustomBlendStates.Multiplicative;
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graphics.BlendState = CustomBlendStates.Multiplicative;
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Quad.UseBasicEffect(GameMain.LightManager.LightMap);
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Quad.Render();
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}
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@@ -399,12 +409,13 @@ namespace Barotrauma
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{
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GameMain.LightManager.LosEffect.CurrentTechnique = GameMain.LightManager.LosEffect.Techniques["LosShader"];
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GameMain.LightManager.LosEffect.Parameters["blurDistance"].SetValue(0.005f);
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GameMain.LightManager.LosEffect.Parameters["xTexture"].SetValue(renderTargetBackground);
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GameMain.LightManager.LosEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.LosTexture);
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GameMain.LightManager.LosEffect.Parameters["xLosAlpha"].SetValue(GameMain.LightManager.LosAlpha);
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Color losColor;
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if (GameMain.LightManager.LosMode == LosMode.Transparent)
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if (GameMain.LightManager.LosMode is LosMode.Transparent or LosMode.BlockOutsideView)
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{
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//convert the los color to HLS and make sure the luminance of the color is always the same
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//as the luminance of the ambient light color
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@@ -447,6 +458,11 @@ namespace Barotrauma
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Vector3 chromaticAberrationStrength = GameSettings.CurrentConfig.Graphics.ChromaticAberration ?
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new Vector3(-0.02f, -0.01f, 0.0f) : Vector3.Zero;
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if (Level.Loaded?.Renderer != null)
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{
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chromaticAberrationStrength += new Vector3(-0.03f, -0.015f, 0.0f) * Level.Loaded.Renderer.ChromaticAberrationStrength;
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}
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if (Character.Controlled != null)
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{
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BlurStrength = Character.Controlled.BlurStrength * 0.005f;
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@@ -504,6 +520,11 @@ namespace Barotrauma
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spriteBatch.End();
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}
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if (GameMain.LightManager.DebugLos)
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{
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GameMain.LightManager.DebugDrawLos(spriteBatch, cam);
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}
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:PostProcess", sw.ElapsedTicks);
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sw.Restart();
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