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.
This commit is contained in:
@@ -95,6 +95,11 @@ namespace Barotrauma.Items.Components
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}
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}
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public Rectangle WindowRect
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{
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get { return window; }
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}
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[Editable, HasDefaultValue(false, true)]
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public bool IsOpen
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{
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@@ -463,7 +463,9 @@ namespace Barotrauma.Items.Components
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//}
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public virtual void DrawHUD(SpriteBatch spriteBatch, Character character) { }
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public virtual void UpdateHUD(Character character) { }
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/// <returns>true if the operation was completed</returns>
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public virtual bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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@@ -82,10 +82,14 @@ namespace Barotrauma.Items.Components
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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GuiFrame.Update((float)Physics.step);
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GuiFrame.Draw(spriteBatch);
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}
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public override void UpdateHUD(Character character)
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{
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GuiFrame.Update((float)Physics.step);
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}
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private bool ToggleActive(GUIButton button, object obj)
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{
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SetActive(!IsActive);
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@@ -119,6 +119,11 @@ namespace Barotrauma.Items.Components
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}
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public override void UpdateHUD(Character character)
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{
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GuiFrame.Update(1.0f / 60.0f);
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}
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public override void UpdateBroken(float deltaTime, Camera cam)
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{
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force = MathHelper.Lerp(force, 0.0f, 0.1f);
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@@ -338,6 +338,11 @@ namespace Barotrauma.Items.Components
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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GuiFrame.Draw(spriteBatch);
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}
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public override void UpdateHUD(Character character)
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{
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FabricableItem targetItem = itemList.SelectedData as FabricableItem;
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if (targetItem != null)
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@@ -346,7 +351,6 @@ namespace Barotrauma.Items.Components
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}
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GuiFrame.Update((float)Physics.step);
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GuiFrame.Draw(spriteBatch);
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}
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private bool CanBeFabricated(FabricableItem fabricableItem, Character user)
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@@ -155,14 +155,18 @@ namespace Barotrauma.Items.Components
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{
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int x = GuiFrame.Rect.X;
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int y = GuiFrame.Rect.Y;
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GuiFrame.Update(1.0f / 60.0f);
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GuiFrame.Draw(spriteBatch);
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spriteBatch.DrawString(GUI.Font, "Pumping speed: " + (int)flowPercentage + " %", new Vector2(x + 40, y + 85), Color.White);
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}
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public override void UpdateHUD(Character character)
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{
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GuiFrame.Update(1.0f / 60.0f);
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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@@ -438,7 +438,6 @@ namespace Barotrauma.Items.Components
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int x = GuiFrame.Rect.X;
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int y = GuiFrame.Rect.Y;
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GuiFrame.Update(1.0f / 60.0f);
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GuiFrame.Draw(spriteBatch);
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float xOffset = (graphTimer / (float)updateGraphInterval);
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@@ -481,6 +480,11 @@ namespace Barotrauma.Items.Components
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//y = y - 260;
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}
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public override void UpdateHUD(Character character)
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{
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GuiFrame.Update(1.0f / 60.0f);
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}
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private bool ToggleAutoTemp(GUITickBox tickBox)
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{
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unsentChanges = true;
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@@ -160,8 +160,7 @@ namespace Barotrauma.Items.Components
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int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
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int x = GuiFrame.Rect.X;
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int y = GuiFrame.Rect.Y;
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GuiFrame.Update(1.0f / 60.0f);
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GuiFrame.Draw(spriteBatch);
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if (voltage < minVoltage && powerConsumption > 0.0f) return;
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@@ -210,6 +209,11 @@ namespace Barotrauma.Items.Components
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}
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}
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public override void UpdateHUD(Character character)
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{
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GuiFrame.Update(1.0f / 60.0f);
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}
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private void UpdateAutoPilot(float deltaTime)
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{
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if (posToMaintain != null)
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@@ -246,6 +246,11 @@ namespace Barotrauma.Items.Components
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spriteBatch.DrawString(GUI.Font, "Recharge rate: " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", new Vector2(x + 30, y + 95), Color.White);
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}
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public override void UpdateHUD(Character character)
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{
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GuiFrame.Update(1.0f / 60.0f);
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}
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public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
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{
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message.WriteRangedSingle(MathHelper.Clamp(rechargeSpeed / MaxRechargeSpeed, 0.0f, 1.0f), 0.0f, 1.0f, 8);
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@@ -186,6 +186,11 @@ namespace Barotrauma.Items.Components
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spriteBatch.DrawString(GUI.Font, "Load: " + (int)powerLoad + " kW", new Vector2(x + 30, y + 100), Color.White);
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}
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public override void UpdateHUD(Character character)
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{
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GuiFrame.Update(1.0f / 60.0f);
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power)
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{
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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@@ -122,7 +122,7 @@ namespace Barotrauma.Items.Components
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base.Update(deltaTime, cam);
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light.ParentSub = item.Submarine;
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ApplyStatusEffects(ActionType.OnActive, deltaTime);
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if (item.Container != null)
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