v0.13.0.11
This commit is contained in:
@@ -77,6 +77,12 @@ namespace Barotrauma
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return RectTransform.IsParentOf(component.RectTransform, recursive);
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}
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public bool IsChildOf(GUIComponent component, bool recursive = true)
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{
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if (component == null) { return false; }
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return RectTransform.IsChildOf(component.RectTransform, recursive);
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}
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public virtual void RemoveChild(GUIComponent child)
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{
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if (child == null) { return; }
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@@ -640,6 +640,12 @@ namespace Barotrauma
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return children.Contains(rectT) || (recursive && children.Any(c => c.IsParentOf(rectT)));
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}
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public bool IsChildOf(RectTransform rectT, bool recursive = true)
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{
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if (Parent == null) { return false; }
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return Parent == rectT || (recursive && Parent.IsChildOf(rectT));
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}
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public void ClearChildren()
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{
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children.ForEachMod(c => c.Parent = null);
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@@ -1290,7 +1290,8 @@ namespace Barotrauma
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WasCommandInterfaceDisabledThisUpdate = false;
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if (PlayerInput.KeyDown(InputType.Command) && (GUI.KeyboardDispatcher.Subscriber == null || GUI.KeyboardDispatcher.Subscriber == crewList) &&
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if (PlayerInput.KeyDown(InputType.Command) &&
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(GUI.KeyboardDispatcher.Subscriber == null || (GUI.KeyboardDispatcher.Subscriber is GUIComponent component && (component == crewList || component.IsChildOf(crewList)))) &&
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commandFrame == null && !clicklessSelectionActive && CanIssueOrders && !(GameMain.GameSession?.Campaign?.ShowCampaignUI ?? false))
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{
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if (PlayerInput.KeyDown(Keys.LeftShift) || PlayerInput.KeyDown(Keys.RightShift))
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@@ -540,15 +540,16 @@ namespace Barotrauma.Items.Components
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if (ShowProjectileIndicator)
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{
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Point slotSize = (Inventory.SlotSpriteSmall.size * Inventory.UIScale).ToPoint();
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int spacing = 5;
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Point spacing = new Point(GUI.IntScale(5), GUI.IntScale(20));
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int slotsPerRow = Math.Min(availableAmmo.Count, 6);
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int totalWidth = slotSize.X * slotsPerRow + spacing * (slotsPerRow - 1);
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Point invSlotPos = new Point(GameMain.GraphicsWidth / 2 - totalWidth / 2, powerIndicator.Rect.Y - (int)(75 * GUI.Scale));
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int totalWidth = slotSize.X * slotsPerRow + spacing.X * (slotsPerRow - 1);
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int rows = (int)Math.Ceiling(availableAmmo.Count / (float)slotsPerRow);
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Point invSlotPos = new Point(GameMain.GraphicsWidth / 2 - totalWidth / 2, powerIndicator.Rect.Y - (slotSize.Y + spacing.Y) * rows);
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for (int i = 0; i < availableAmmo.Count; i++)
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{
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// TODO: Optimize? Creates multiple new objects per frame?
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Inventory.DrawSlot(spriteBatch, null,
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new VisualSlot(new Rectangle(invSlotPos + new Point((i % slotsPerRow) * (slotSize.X + spacing), (int)Math.Floor(i / (float)slotsPerRow) * (slotSize.Y + spacing)), slotSize)),
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new VisualSlot(new Rectangle(invSlotPos + new Point((i % slotsPerRow) * (slotSize.X + spacing.X), (int)Math.Floor(i / (float)slotsPerRow) * (slotSize.Y + spacing.Y)), slotSize)),
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availableAmmo[i], -1, true);
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}
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if (flashNoAmmo)
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>0.1300.0.10</Version>
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<Version>0.13.0.11</Version>
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<Copyright>Copyright © FakeFish 2018-2020</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>0.1300.0.10</Version>
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<Version>0.13.0.11</Version>
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<Copyright>Copyright © FakeFish 2018-2020</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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@@ -61,9 +61,3 @@
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/processorParam:DebugMode=Auto
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/build:watershader.fx
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#begin grainshader.fx
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/importer:EffectImporter
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/processor:EffectProcessor
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/processorParam:DebugMode=Auto
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/build:grainshader.fx
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@@ -61,9 +61,3 @@
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/processorParam:DebugMode=Auto
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/build:watershader_opengl.fx
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#begin grainshader_opengl.fx
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/importer:EffectImporter
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/processor:EffectProcessor
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/processorParam:DebugMode=Auto
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/build:grainshader_opengl.fx
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@@ -1,28 +0,0 @@
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// vim:ft=hlsl
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//float4 baseColor;
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float seed;
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float nrand(float2 uv)
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{
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return frac(sin(dot(uv, float2(12.9898, 78.233) * seed)) * 43758.5453);
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}
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float4 grain(float4 position : SV_POSITION, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float4 baseColor = { 1, 1, 1, 0.25 };
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float4 color = baseColor * nrand(texCoord);
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float2 center = { 0.5, 0.5 };
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float2 diff = texCoord - center;
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float alpha = diff.x * diff.x + diff.y * diff.y;
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color.a = alpha;
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return clr * color;
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}
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technique Grain
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{
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pass Pass1
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{
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PixelShader = compile ps_4_0_level_9_1 grain();
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}
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}
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@@ -1,28 +0,0 @@
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// vim:ft=hlsl
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//float4 baseColor;
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float seed;
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float nrand(float2 uv)
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{
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return frac(sin(dot(uv, float2(12.9898, 78.233) * seed)) * 43758.5453);
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}
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float4 grain(float4 position : SV_POSITION, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float4 baseColor = { 1, 1, 1, 0.25 };
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float4 color = baseColor * nrand(texCoord);
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float2 center = { 0.5, 0.5 };
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float2 diff = texCoord - center;
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float alpha = diff.x * diff.x + diff.y * diff.y;
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color.a = alpha;
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return clr * color;
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}
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technique Grain
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{
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pass Pass1
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{
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PixelShader = compile ps_3_0 grain();
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}
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}
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@@ -26,8 +26,6 @@ sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; }
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Texture2D xLosTexture;
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sampler LosSampler = sampler_state { Texture = <xLosTexture>; };
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float xLosAlpha;
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float4 xColor;
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float4 mainPS(VertexShaderOutput input) : COLOR0
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@@ -41,7 +39,7 @@ float4 mainPS(VertexShaderOutput input) : COLOR0
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sampleColor.r * xColor.r,
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sampleColor.g * xColor.g,
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sampleColor.b * xColor.b,
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obscureAmount * xLosAlpha);
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obscureAmount);
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return outColor;
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}
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@@ -26,8 +26,6 @@ sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; }
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Texture xLosTexture;
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sampler LosSampler = sampler_state { Texture = <xLosTexture>; };
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float xLosAlpha;
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float4 xColor;
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float4 mainPS(VertexShaderOutput input) : COLOR0
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@@ -41,7 +39,7 @@ float4 mainPS(VertexShaderOutput input) : COLOR0
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sampleColor.r * xColor.r,
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sampleColor.g * xColor.g,
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sampleColor.b * xColor.b,
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obscureAmount * xLosAlpha);
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obscureAmount);
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return outColor;
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}
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>0.1300.0.10</Version>
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<Version>0.13.0.11</Version>
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<Copyright>Copyright © FakeFish 2018-2020</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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@@ -1,62 +1,62 @@
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<?xml version="1.0" encoding="utf-8"?>
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<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
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<assemblyIdentity version="1.0.0.0" name="MyApplication.app"/>
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<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
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<security>
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<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
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<requestedExecutionLevel level="asInvoker" uiAccess="false" />
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</requestedPrivileges>
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</security>
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</trustInfo>
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<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
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<application>
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<!-- A list of the Windows versions that this application has been tested on
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and is designed to work with. Uncomment the appropriate elements
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and Windows will automatically select the most compatible environment. -->
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<!-- Windows Vista -->
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<!--<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />-->
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<!-- Windows 7 -->
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<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
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<!-- Windows 8 -->
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<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
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<!-- Windows 8.1 -->
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<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
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<!-- Windows 10 -->
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<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
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</application>
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</compatibility>
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<!-- Indicates that the application is DPI-aware and will not be automatically scaled by Windows at higher
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DPIs. Windows Presentation Foundation (WPF) applications are automatically DPI-aware and do not need
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to opt in. Windows Forms applications targeting .NET Framework 4.6 that opt into this setting, should
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also set the 'EnableWindowsFormsHighDpiAutoResizing' setting to 'true' in their app.config. -->
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<application xmlns="urn:schemas-microsoft-com:asm.v3">
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<windowsSettings>
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<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
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</windowsSettings>
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</application>
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<!-- Enable themes for Windows common controls and dialogs (Windows XP and later) -->
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<!--
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<dependency>
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<dependentAssembly>
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<assemblyIdentity
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type="win32"
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name="Microsoft.Windows.Common-Controls"
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version="6.0.0.0"
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processorArchitecture="*"
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publicKeyToken="6595b64144ccf1df"
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language="*"
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/>
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</dependentAssembly>
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</dependency>
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-->
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</assembly>
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<?xml version="1.0" encoding="utf-8"?>
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<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
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<assemblyIdentity version="1.0.0.0" name="MyApplication.app"/>
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<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
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<security>
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<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
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<requestedExecutionLevel level="asInvoker" uiAccess="false" />
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</requestedPrivileges>
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</security>
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</trustInfo>
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<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
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<application>
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<!-- A list of the Windows versions that this application has been tested on
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and is designed to work with. Uncomment the appropriate elements
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and Windows will automatically select the most compatible environment. -->
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<!-- Windows Vista -->
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<!--<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />-->
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<!-- Windows 7 -->
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<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
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<!-- Windows 8 -->
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<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
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<!-- Windows 8.1 -->
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<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
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<!-- Windows 10 -->
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<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
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</application>
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</compatibility>
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<!-- Indicates that the application is DPI-aware and will not be automatically scaled by Windows at higher
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DPIs. Windows Presentation Foundation (WPF) applications are automatically DPI-aware and do not need
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to opt in. Windows Forms applications targeting .NET Framework 4.6 that opt into this setting, should
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also set the 'EnableWindowsFormsHighDpiAutoResizing' setting to 'true' in their app.config. -->
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<application xmlns="urn:schemas-microsoft-com:asm.v3">
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<windowsSettings>
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<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
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</windowsSettings>
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</application>
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<!-- Enable themes for Windows common controls and dialogs (Windows XP and later) -->
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<!--
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<dependency>
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<dependentAssembly>
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<assemblyIdentity
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type="win32"
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name="Microsoft.Windows.Common-Controls"
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version="6.0.0.0"
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processorArchitecture="*"
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publicKeyToken="6595b64144ccf1df"
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language="*"
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/>
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</dependentAssembly>
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</dependency>
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-->
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</assembly>
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