Backported vsync changes from new-netcode, WIP hull visibility culling
The hull culling functions are there, they just aren't being used right now because there are some annoying bugs.
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@@ -71,12 +71,15 @@ namespace Barotrauma
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private bool hasLoaded;
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private GameTime fixedTime;
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private double updatesToMake;
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//public static Random localRandom;
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//public static Random random;
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//private Stopwatch renderTimer;
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//public static int renderTimeElapsed;
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public Camera Cam
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{
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get { return GameScreen.Cam; }
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@@ -120,6 +123,7 @@ namespace Barotrauma
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graphicsWidth = Config.GraphicsWidth;
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graphicsHeight = Config.GraphicsHeight;
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Graphics.SynchronizeWithVerticalRetrace = Config.VSyncEnabled;
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Graphics.HardwareModeSwitch = Config.WindowMode != WindowMode.BorderlessWindowed;
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@@ -138,11 +142,16 @@ namespace Barotrauma
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IsFixedTimeStep = false;
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//TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 55);
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updatesToMake = 0.0;
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fixedTime = new GameTime();
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World = new World(new Vector2(0, -9.82f));
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FarseerPhysics.Settings.AllowSleep = true;
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FarseerPhysics.Settings.ContinuousPhysics = false;
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FarseerPhysics.Settings.VelocityIterations = 1;
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FarseerPhysics.Settings.PositionIterations = 1;
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Graphics.ApplyChanges();
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}
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/// <summary>
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@@ -282,40 +291,51 @@ namespace Barotrauma
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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base.Update(gameTime);
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double realDeltaTime = gameTime.ElapsedGameTime.TotalSeconds;
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double deltaTime = 0.016;
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updatesToMake += realDeltaTime;
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double deltaTime = gameTime.ElapsedGameTime.TotalSeconds;
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PlayerInput.Update(deltaTime);
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bool paused = false;
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if (hasLoaded && !titleScreenOpen)
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while (updatesToMake > 0.0)
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{
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SoundPlayer.Update();
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fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
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TimeSpan addTime = new TimeSpan(0, 0, 0, 0, 16);
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fixedTime.ElapsedGameTime = addTime;
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fixedTime.TotalGameTime.Add(addTime);
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base.Update(fixedTime);
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PlayerInput.Update(deltaTime);
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if (PlayerInput.KeyHit(Keys.Escape)) GUI.TogglePauseMenu();
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bool paused = false;
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DebugConsole.Update(this, (float)deltaTime);
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paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen || GUI.SettingsMenuOpen) &&
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(NetworkMember == null || !NetworkMember.GameStarted);
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if (!paused) Screen.Selected.Update(deltaTime);
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if (NetworkMember != null)
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if (hasLoaded && !titleScreenOpen)
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{
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NetworkMember.Update((float)deltaTime);
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}
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else
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{
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NetworkEvent.Events.Clear();
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SoundPlayer.Update();
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if (PlayerInput.KeyHit(Keys.Escape)) GUI.TogglePauseMenu();
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DebugConsole.Update(this, (float)deltaTime);
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paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen || GUI.SettingsMenuOpen) &&
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(NetworkMember == null || !NetworkMember.GameStarted);
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if (!paused) Screen.Selected.Update(deltaTime);
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if (NetworkMember != null)
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{
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NetworkMember.Update((float)deltaTime);
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}
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else
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{
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NetworkEvent.Events.Clear();
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}
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GUI.Update((float)deltaTime);
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}
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GUI.Update((float)deltaTime);
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CoroutineManager.Update((float)deltaTime, paused ? 0.0f : (float)deltaTime);
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updatesToMake -= deltaTime;
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}
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CoroutineManager.Update((float)deltaTime, paused ? 0.0f : (float)deltaTime);
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}
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