- Added "LevelTriggers", areas that apply statuseffects and/or damage to entities. Atm can only be attached to background sprites.
- Moved background sprites to the shared project. - The debug textures of physics bodies have a maximum size of 128x128 pixels to prevent large bodies from taking up excessive amounts of memory. - Attacks can be set to only affect humans.
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@@ -22,7 +22,6 @@ namespace Barotrauma
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private Texture2D damageStencil;
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public BackgroundCreatureManager BackgroundCreatureManager;
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public GameScreen(GraphicsDevice graphics, ContentManager content)
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{
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@@ -34,11 +33,6 @@ namespace Barotrauma
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renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs);
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if (files.Count > 0)
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BackgroundCreatureManager = new BackgroundCreatureManager(files);
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else
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BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
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#if LINUX
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var blurEffect = content.Load<Effect>("blurshader_opengl");
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@@ -145,7 +139,7 @@ namespace Barotrauma
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}
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else
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{
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Level.Loaded.DrawBack(graphics, spriteBatch, cam, BackgroundCreatureManager);
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Level.Loaded.DrawBack(graphics, spriteBatch, cam);
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}
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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