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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@@ -114,6 +114,14 @@ namespace Barotrauma
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Character.UpdateAll(cam, (float)deltaTime);
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if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
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{
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if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
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{
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Character.Controlled.SelectedConstruction.UpdateHUD(Character.Controlled);
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}
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}
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Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6);
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//Physics.accumulator = Physics.step;
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while (Physics.accumulator >= Physics.step)
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@@ -168,9 +176,13 @@ namespace Barotrauma
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{
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cam.UpdateTransform(true);
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if (Hull.renderer != null)
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{
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Hull.renderer.ScrollWater((float)deltaTime);
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}
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//damageStencil = TextureLoader.FromFile("Content/Map/background.png");
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DrawMap(graphics, spriteBatch);
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spriteBatch.Begin();
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