autoupdater fixes, cursor fix, consistent directory separators + use of Path.Combine(), wire bugfixes, more loading screens
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@@ -58,15 +58,8 @@ namespace Subsurface
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//http://gafferongames.com/game-physics/fix-your-timestep/
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Physics.accumulator += deltaTime;
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Stopwatch sw = new Stopwatch();
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sw.Start();
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AmbientSoundManager.Update();
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sw.Stop();
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Debug.WriteLine("************** abupdate: "+sw.ElapsedTicks);
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sw.Restart();
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//if (Game1.GameSession != null && Game1.GameSession.Level != null)
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//{
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// Vector2 targetMovement = Vector2.Zero;
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@@ -81,38 +74,17 @@ namespace Subsurface
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if (GameMain.GameSession!=null) GameMain.GameSession.Update((float)deltaTime);
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//EventManager.Update(gameTime);
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sw.Stop();
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Debug.WriteLine("gamesession update: " + sw.ElapsedTicks);
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sw.Restart();
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Character.UpdateAll(cam, (float)deltaTime);
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sw.Stop();
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Debug.WriteLine("characterupdate: " + sw.ElapsedTicks);
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sw.Restart();
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BackgroundSpriteManager.Update(cam, (float)deltaTime);
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sw.Stop();
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Debug.WriteLine("bgsprite: " + sw.ElapsedTicks);
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sw.Restart();
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GameMain.ParticleManager.Update((float)deltaTime);
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sw.Stop();
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Debug.WriteLine("particlemanager: " + sw.ElapsedTicks);
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sw.Restart();
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StatusEffect.UpdateAll((float)deltaTime);
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sw.Stop();
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Debug.WriteLine("statuseff: " + sw.ElapsedTicks);
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Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 4);
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while (Physics.accumulator >= Physics.step)
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{
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sw.Restart();
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cam.MoveCamera((float)Physics.step);
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foreach (PhysicsBody pb in PhysicsBody.list)
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@@ -122,16 +94,8 @@ namespace Subsurface
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MapEntity.UpdateAll(cam, (float)Physics.step);
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sw.Stop();
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Debug.WriteLine(" mapentity: " + sw.ElapsedTicks);
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sw.Restart();
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Character.UpdateAnimAll((float)Physics.step);
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sw.Stop();
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Debug.WriteLine(" char: " + sw.ElapsedTicks);
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sw.Restart();
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Ragdoll.UpdateAll(cam, (float)Physics.step);
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
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@@ -139,16 +103,8 @@ namespace Subsurface
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GameMain.GameSession.Submarine.Update((float)Physics.step);
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}
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sw.Stop();
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Debug.WriteLine(" sub: " + sw.ElapsedTicks);
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sw.Restart();
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GameMain.World.Step((float)Physics.step);
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sw.Stop();
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Debug.WriteLine(" worldstep: " + sw.ElapsedTicks);
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sw.Restart();
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Level.AfterWorldStep();
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Physics.accumulator -= Physics.step;
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