Build 0.21.6.0 (1.0 pre-patch)

This commit is contained in:
Regalis11
2023-01-31 18:08:26 +02:00
parent e1c04bc31d
commit cf9ecd35b3
231 changed files with 4479 additions and 2276 deletions
@@ -1,6 +1,5 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
using System.Collections.Generic;
using System.Linq;
using System;
@@ -73,12 +72,14 @@ namespace Barotrauma.Lights
private int recalculationCount;
private float time;
public IEnumerable<LightSource> Lights
{
get { return lights; }
}
public LightManager(GraphicsDevice graphics, ContentManager content)
public LightManager(GraphicsDevice graphics)
{
lights = new List<LightSource>(100);
@@ -96,13 +97,8 @@ namespace Barotrauma.Lights
{
CreateRenderTargets(graphics);
#if WINDOWS
LosEffect = content.Load<Effect>("Effects/losshader");
SolidColorEffect = content.Load<Effect>("Effects/solidcolor");
#else
LosEffect = content.Load<Effect>("Effects/losshader_opengl");
SolidColorEffect = content.Load<Effect>("Effects/solidcolor_opengl");
#endif
LosEffect = EffectLoader.Load("Effects/losshader");
SolidColorEffect = EffectLoader.Load("Effects/solidcolor");
if (lightEffect == null)
{
@@ -171,10 +167,12 @@ namespace Barotrauma.Lights
public void Update(float deltaTime)
{
//wrap around if the timer gets very large, otherwise we'd start running into floating point accuracy issues
time = (time + deltaTime) % 100000.0f;
foreach (LightSource light in activeLights)
{
if (!light.Enabled) { continue; }
light.Update(deltaTime);
light.Update(time);
}
}