(b451554e8) Merge remote-tracking branch 'origin/dev' into keymapping-refactor-test
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@@ -76,6 +76,10 @@ namespace Barotrauma
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partial void InitProjSpecific()
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{
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Prefab.Sprite?.EnsureLazyLoaded();
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Prefab.SpecularSprite?.EnsureLazyLoaded();
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Prefab.DeformableSprite?.EnsureLazyLoaded();
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CurrentSwingAmount = Prefab.SwingAmountRad;
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CurrentScaleOscillation = Prefab.ScaleOscillation;
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@@ -78,9 +78,8 @@ namespace Barotrauma.Lights
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AmbientLight = new Color(20, 20, 20, 255);
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visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
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highlightRaster = Sprite.LoadTexture("Content/UI/HighlightRaster.png");
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visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png", preMultiplyAlpha: false);
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highlightRaster = Sprite.LoadTexture("Content/UI/HighlightRaster.png", preMultiplyAlpha: false);
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CreateRenderTargets(graphics);
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GameMain.Instance.OnResolutionChanged += () =>
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@@ -292,6 +291,11 @@ namespace Barotrauma.Lights
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spriteBatch.Draw(HighlightMap, Vector2.Zero, Color.White);
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spriteBatch.End();
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}
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GameMain.ParticleManager.Draw(spriteBatch, true, null, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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//draw a black rectangle on hulls to hide background lights behind subs
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//---------------------------------------------------------------------------------------------------
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//draw characters to obstruct the highlighted items/characters and light sprites
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//---------------------------------------------------------------------------------------------------
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@@ -91,7 +91,7 @@ namespace Barotrauma.Lights
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}
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break;
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case "lighttexture":
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OverrideLightTexture = new Sprite(subElement);
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OverrideLightTexture = new Sprite(subElement, preMultiplyAlpha: false);
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break;
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}
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}
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@@ -211,7 +211,7 @@ namespace Barotrauma.Lights
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{
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if (lightTexture == null)
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{
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lightTexture = TextureLoader.FromFile("Content/Lights/pointlight_bright.png");
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lightTexture = TextureLoader.FromFile("Content/Lights/pointlight_bright.png", preMultiplyAlpha: false);
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}
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return lightTexture;
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@@ -55,7 +55,13 @@ namespace Barotrauma
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get { return textureOffset; }
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set { textureOffset = value; }
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}
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partial void InitProjSpecific()
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{
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Prefab.sprite?.EnsureLazyLoaded();
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Prefab.BackgroundSprite?.EnsureLazyLoaded();
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}
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partial void CreateConvexHull(Vector2 position, Vector2 size, float rotation)
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{
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if (!CastShadow) { return; }
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