Merge branch 'master' of https://github.com/Regalis11/Barotrauma into develop

This commit is contained in:
Evil Factory
2025-09-17 08:30:35 -03:00
121 changed files with 2582 additions and 635 deletions
@@ -320,14 +320,21 @@ namespace Barotrauma
graphics.Clear(Color.Transparent);
DamageEffect.CurrentTechnique = DamageEffect.Techniques["StencilShader"];
DamageEffect.CurrentTechnique.Passes[0].Apply();
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, SamplerState.LinearWrap, effect: DamageEffect, transformMatrix: cam.Transform);
//reset so any parameters left over from previous usages of the shader don't persist
ResetDamageEffect();
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, effect: DamageEffect, transformMatrix: cam.Transform);
Submarine.DrawDamageable(spriteBatch, DamageEffect, false);
DamageEffect.Parameters["aCutoff"].SetValue(0.0f);
DamageEffect.Parameters["cCutoff"].SetValue(0.0f);
Submarine.DamageEffectCutoff = 0.0f;
DamageEffect.CurrentTechnique.Passes[0].Apply();
spriteBatch.End();
//reset so parameters set in DrawDamageable don't persist
ResetDamageEffect();
void ResetDamageEffect()
{
DamageEffect.Parameters["aCutoff"].SetValue(0.0f);
DamageEffect.Parameters["cCutoff"].SetValue(0.0f);
Submarine.DamageEffectCutoff = 0.0f;
DamageEffect.CurrentTechnique.Passes[0].Apply();
}
sw.Stop();
GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontDamageable", sw.ElapsedTicks);