diff --git a/Subsurface/Content/Items/Electricity/signalitems.xml b/Subsurface/Content/Items/Electricity/signalitems.xml
index c42fd6b19..8e64051b4 100644
--- a/Subsurface/Content/Items/Electricity/signalitems.xml
+++ b/Subsurface/Content/Items/Electricity/signalitems.xml
@@ -19,6 +19,54 @@
+ -
+
+
+
+
+
+
+
+
+ -
+
+
+
+
+
+
+
+
+ -
+
+
+
+
+
+
+
+
-
diff --git a/Subsurface/Content/Items/Weapons/railgunbase.png b/Subsurface/Content/Items/Weapons/railgunbase.png
index bf2ef92f7..00350556c 100644
Binary files a/Subsurface/Content/Items/Weapons/railgunbase.png and b/Subsurface/Content/Items/Weapons/railgunbase.png differ
diff --git a/Subsurface/Content/watershader.mgfx b/Subsurface/Content/watershader.mgfx
new file mode 100644
index 000000000..492637759
Binary files /dev/null and b/Subsurface/Content/watershader.mgfx differ
diff --git a/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs b/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs
index 719a3ee08..e6fcaac09 100644
--- a/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs
+++ b/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs
@@ -17,12 +17,12 @@ namespace Subsurface
public BackgroundSpriteManager(string configPath)
{
- XDocument doc = ToolBox.TryLoadXml(configPath);
- if (doc == null) return;
-
activeSprites = new List();
prefabs = new List();
+ XDocument doc = ToolBox.TryLoadXml(configPath);
+ if (doc == null) return;
+
foreach (XElement element in doc.Root.Elements())
{
prefabs.Add(new BackgroundSpritePrefab(element));
@@ -31,10 +31,13 @@ namespace Subsurface
public void SpawnSprites(int count)
{
- count = Math.Min(count, MaxSprites);
activeSprites.Clear();
+ if (prefabs.Count == 0) return;
+
+ count = Math.Min(count, MaxSprites);
+
for (int i = 0; i < count; i++ )
{
Vector2 pos = Vector2.Zero;
diff --git a/Subsurface/Source/EventInput/EventInput.cs b/Subsurface/Source/EventInput/EventInput.cs
index 62bb51bf7..331c8c5d2 100644
--- a/Subsurface/Source/EventInput/EventInput.cs
+++ b/Subsurface/Source/EventInput/EventInput.cs
@@ -167,6 +167,12 @@ namespace EventInput
initialized = true;
}
+ public static void OnCharEntered(char character)
+ {
+ if (CharEntered != null)
+ CharEntered(null, new CharacterEventArgs(character, 0));
+ }
+
static IntPtr HookProc(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam)
{
IntPtr returnCode = CallWindowProc(prevWndProc, hWnd, msg, wParam, lParam);
diff --git a/Subsurface/Source/GUI/TitleScreen.cs b/Subsurface/Source/GUI/TitleScreen.cs
index 7379d5fb3..842e51bc1 100644
--- a/Subsurface/Source/GUI/TitleScreen.cs
+++ b/Subsurface/Source/GUI/TitleScreen.cs
@@ -72,7 +72,7 @@ namespace Subsurface
new Vector3(Game1.GraphicsWidth / 2.0f,
Game1.GraphicsHeight / 2.0f, 0));
- Hull.renderer.RenderBack(graphics, renderTarget, transform);
+ Hull.renderer.RenderBack(spriteBatch, renderTarget, transform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
diff --git a/Subsurface/Source/Map/Hull.cs b/Subsurface/Source/Map/Hull.cs
index b36ad9bd7..441bb0ccb 100644
--- a/Subsurface/Source/Map/Hull.cs
+++ b/Subsurface/Source/Map/Hull.cs
@@ -303,7 +303,7 @@ namespace Subsurface
public void Render(GraphicsDevice graphicsDevice, Camera cam)
{
- if (renderer.positionInBuffer > renderer.vertices.Length - 6) return;
+ if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
//calculate where the surface should be based on the water volume
float top = rect.Y;
@@ -313,30 +313,37 @@ namespace Subsurface
//interpolate the position of the rendered surface towards the "target surface"
surface = surface + (surfaceY - surface) / 10.0f;
- Matrix transform =
- cam.Transform
- * Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
+ Matrix transform = cam.Transform * Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
if (bottom > cam.WorldView.Y || top < cam.WorldView.Y - cam.WorldView.Height) return;
if (!update)
{
// create the four corners of our triangle.
- Vector3 p1 = new Vector3(rect.X, top, 0.0f);
- Vector3 p2 = new Vector3(rect.X + rect.Width, top, 0.0f);
- Vector3 p3 = new Vector3(p2.X, bottom, 0.0f);
- Vector3 p4 = new Vector3(p1.X, bottom, 0.0f);
+ Vector3[] corners = new Vector3[4];
- renderer.vertices[renderer.positionInBuffer] = new WaterVertex(p1, new Vector2(p1.X, -p1.Y), transform);
- renderer.vertices[renderer.positionInBuffer + 1] = new WaterVertex(p2, new Vector2(p2.X, -p2.Y), transform);
- renderer.vertices[renderer.positionInBuffer + 2] = new WaterVertex(p3, new Vector2(p3.X, -p3.Y), transform);
+ corners[0] = new Vector3(rect.X, top, 0.0f);
+ corners[1] = new Vector3(rect.X + rect.Width, top, 0.0f);
- renderer.vertices[renderer.positionInBuffer + 3] = new WaterVertex(p1, new Vector2(p1.X, -p1.Y), transform);
- renderer.vertices[renderer.positionInBuffer + 4] = new WaterVertex(p3, new Vector2(p3.X, -p3.Y), transform);
- renderer.vertices[renderer.positionInBuffer + 5] = new WaterVertex(p4, new Vector2(p4.X, -p4.Y), transform);
+ corners[2] = new Vector3(corners[1].X, bottom, 0.0f);
+ corners[3] = new Vector3(corners[0].X, bottom, 0.0f);
- renderer.positionInBuffer += 6;
+ Vector2[] uvCoords = new Vector2[4];
+ for (int i = 0; i < 4; i++ )
+ {
+ uvCoords[i] = Vector2.Transform(new Vector2(corners[i].X, -corners[i].Y), transform);
+ }
+
+ renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
+ renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
+ renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
+
+ renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
+ renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
+ renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
+
+ renderer.PositionInBuffer += 6;
return;
}
@@ -353,31 +360,39 @@ namespace Subsurface
for (int i = start; i < end; i++)
{
- if (renderer.positionInBuffer > renderer.vertices.Length - 6) return;
+ if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
- Vector3 p1 = new Vector3(x, top, 0.0f);
- Vector3 p4 = new Vector3(p1.X, surface + waveY[i], 0.0f);
+ Vector3[] corners = new Vector3[4];
+
+ corners[0] = new Vector3(x, top, 0.0f);
+ corners[3] = new Vector3(corners[0].X, surface + waveY[i], 0.0f);
//skip adjacent "water rects" if the surface of the water is roughly at the same position
int width = WaveWidth;
- while (i("effects");
#if WINDOWS
- byte[] bytecode = File.ReadAllBytes("Content/effects.mgfx");
+ byte[] bytecode = File.ReadAllBytes("Content/watershader.mgfx");
#endif
#if LINUX
byte[] bytecode = File.ReadAllBytes("Content/effects_linux.mgfx");
#endif
- effect = new Effect(graphicsDevice, bytecode);
+ waterEffect = new Effect(graphicsDevice, bytecode);
- //Texture2D waterBumpMap = Game1.textureLoader.FromFile("Content/waterbump.jpg");
- //effect.Parameters["xBump"].SetValue(waterBumpMap);
- //effect.Parameters["xWaveLength"].SetValue(0.5f);
- //effect.Parameters["xWaveHeight"].SetValue(0.03f);
- effect.Parameters["xProjection"].SetValue(Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1));
- effect.Parameters["xColor"].SetValue(new Vector4(0.75f, 0.8f, 0.9f, 1.0f));
- effect.Parameters["xBlurDistance"].SetValue(0.0005f);
+ waterTexture = Game1.TextureLoader.FromFile("Content/waterbump.jpg");
+ waterEffect.Parameters["xWaveWidth"].SetValue(0.1f);
+ waterEffect.Parameters["xWaveHeight"].SetValue(0.1f);
+ waterEffect.Parameters["xBlurDistance"].SetValue(0.0007f);
- effect.Parameters["xWaterBumpMap"].SetValue(Game1.TextureLoader.FromFile("Content/waterbump.jpg"));
- effect.Parameters["xWaveWidth"].SetValue(0.1f);
- effect.Parameters["xWaveHeight"].SetValue(0.1f);
+ if (basicEffect==null)
+ {
+ basicEffect = new BasicEffect(Game1.CurrGraphicsDevice);
+ basicEffect.VertexColorEnabled = false;
- vertexBuffer = new VertexBuffer(graphicsDevice, WaterVertex.VertexDeclaration, DefaultBufferSize, BufferUsage.WriteOnly);
+ basicEffect.TextureEnabled = true;
+ }
}
- public void RenderBack(GraphicsDevice graphicsDevice, RenderTarget2D texture, Matrix transform)
- {
- WaterVertex[] verts = new WaterVertex[6];
+ public void RenderBack (SpriteBatch spriteBatch, RenderTarget2D texture, Matrix transform)
+ {
+ spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearWrap);
- // create the four corners of our triangle.
- Vector3 p1 = new Vector3(-graphicsDevice.Viewport.Width / 2.0f, graphicsDevice.Viewport.Height / 2.0f, 0.0f);
- Vector3 p2 = new Vector3(-p1.X, p1.Y, 0.0f);
-
- Vector3 p3 = new Vector3(p2.X, -p1.Y, 0.0f);
- Vector3 p4 = new Vector3(p1.X, -p1.Y, 0.0f);
-
- verts[0] = new WaterVertex(p1, new Vector2(0, 0));
- verts[1] = new WaterVertex(p2, new Vector2(1, 0));
- verts[2] = new WaterVertex(p3, new Vector2(1, 1));
-
- verts[3] = new WaterVertex(p1, new Vector2(0, 0));
- verts[4] = new WaterVertex(p3, new Vector2(1, 1));
- verts[5] = new WaterVertex(p4, new Vector2(0, 1));
-
- vertexBuffer.SetData(verts);
+ waterEffect.CurrentTechnique = waterEffect.Techniques["WaterShader"];
+ waterEffect.Parameters["xTexture"].SetValue(texture);
+ waterEffect.Parameters["xWavePos"].SetValue(wavePos);
+ waterEffect.CurrentTechnique.Passes[0].Apply();
wavePos.X += 0.0001f;
wavePos.Y += 0.0001f;
- effect.Parameters["xWavePos"].SetValue(wavePos);
+ spriteBatch.Draw(waterTexture, new Rectangle(0,0,Game1.GraphicsWidth, Game1.GraphicsHeight), Color.White);
- effect.CurrentTechnique = effect.Techniques["WaterShader"];
- effect.Parameters["xTexture"].SetValue(texture);
- effect.Parameters["xView"].SetValue(Matrix.Identity);
-
- foreach (EffectPass pass in effect.CurrentTechnique.Passes)
- {
- pass.Apply();
-
-#if WINDOWS
- graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, verts, 0, verts.Length / 3, WaterVertex.VertexDeclaration);
-#endif
-#if LINUX
- //graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, verts, 0, verts.Length / 3, WaterVertex.VertexDeclaration, );
-#endif
- }
+ spriteBatch.End();
}
public void Render(GraphicsDevice graphicsDevice, Camera cam, RenderTarget2D texture, Matrix transform)
@@ -128,22 +67,16 @@ namespace Subsurface
if (vertices == null) return;
if (vertices.Length < 0) return;
- vertexBuffer.SetData(vertices);
+ basicEffect.Texture = texture;
- effect.Parameters["xBumpPos"].SetValue(cam.Position / Game1.GraphicsWidth / cam.Zoom);
+ basicEffect.View = Matrix.Identity;
+ basicEffect.World = cam.ShaderTransform
+ * Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
+
+ basicEffect.CurrentTechnique.Passes[0].Apply();
- effect.CurrentTechnique = effect.Techniques["EmptyShader"];
- effect.Parameters["xTexture"].SetValue(texture);
- effect.Parameters["xView"].SetValue(transform);
-
- foreach (EffectPass pass in effect.CurrentTechnique.Passes)
- {
- pass.Apply();
-
-#if WINDOWS
- graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3, WaterVertex.VertexDeclaration);
-#endif
- }
+ graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
+ graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3);
}
public void Dispose()
@@ -154,22 +87,20 @@ namespace Subsurface
protected virtual void Dispose(bool disposing)
{
- if (disposing)
+ if (!disposing) return;
+
+ if (waterEffect != null)
{
- if (vertexBuffer != null)
- {
- vertexBuffer.Dispose();
- vertexBuffer = null;
- }
-
- if (effect != null)
- {
- effect.Dispose();
- effect = null;
- }
+ waterEffect.Dispose();
+ waterEffect = null;
}
- }
+ if (basicEffect != null)
+ {
+ basicEffect.Dispose();
+ basicEffect = null;
+ }
+ }
}
}
diff --git a/Subsurface/Source/Networking/GameServer.cs b/Subsurface/Source/Networking/GameServer.cs
index df8d0947b..eb175592c 100644
--- a/Subsurface/Source/Networking/GameServer.cs
+++ b/Subsurface/Source/Networking/GameServer.cs
@@ -571,7 +571,6 @@ namespace Subsurface.Networking
client.characterInfo.Job = new Job(client.assignedJob);
}
- //todo: fix
if (characterInfo != null)
{
characterInfo.Job = new Job(Game1.NetLobbyScreen.JobPreferences[0]);
diff --git a/Subsurface/Source/PlayerInput.cs b/Subsurface/Source/PlayerInput.cs
index a6427ac94..913144525 100644
--- a/Subsurface/Source/PlayerInput.cs
+++ b/Subsurface/Source/PlayerInput.cs
@@ -56,10 +56,6 @@ namespace Subsurface
stateQueue = false;
return value;
}
- //set
- //{
- // stateQueue = value;
- //}
}
public void Reset()
@@ -168,6 +164,23 @@ namespace Subsurface
if (timeSinceClick < doubleClickDelay) doubleClicked = true;
timeSinceClick = 0.0;
}
+
+#if LINUX
+ foreach (Keys key in keyboardState.GetPressedKeys())
+ {
+ if (!oldKeyboardState.IsKeyUp(key)) continue;
+
+ char character = (char)key;
+
+ if (keyboardState.IsKeyUp(Keys.LeftShift) && keyboardState.IsKeyUp(Keys.RightShift))
+ {
+ character = char.ToLower(character);
+ }
+
+ EventInput.EventInput.OnCharEntered(character);
+ }
+#endif
+
}
}
}
diff --git a/Subsurface/Source/Program.cs b/Subsurface/Source/Program.cs
index 0ee45e543..278d37812 100644
--- a/Subsurface/Source/Program.cs
+++ b/Subsurface/Source/Program.cs
@@ -5,8 +5,10 @@ using System.IO;
using System.Reflection;
using System.Text;
+#if WINDOWS
using System.Management;
using System.Windows.Forms;
+#endif
#endregion
@@ -70,7 +72,6 @@ namespace Subsurface
sb.AppendLine("\n");
sb.AppendLine("System info:");
sb.AppendLine(" Operating system: " + System.Environment.OSVersion + (System.Environment.Is64BitOperatingSystem ? " 64 bit" : " x86"));
- sb.AppendLine(" Graphics device handle: " + game.GraphicsDevice.Handle.ToString());
sb.AppendLine("\n");
sb.AppendLine("Exception: "+exception.Message);
sb.AppendLine("Target site: " +exception.TargetSite.ToString());
@@ -86,10 +87,11 @@ namespace Subsurface
sw.WriteLine(sb.ToString());
-
+ #if WINDOWS
MessageBox.Show( "A crash report (''crashreport.txt'') was saved in the root folder of the game."+
" If you'd like to help fix this bug, please make a bug report on the Undertow Games forum with the report attached.",
"Oops! Subsurface just crashed.", MessageBoxButtons.OK, MessageBoxIcon.Error);
+ #endif
sw.Close();
}
diff --git a/Subsurface/Source/Screens/GameScreen.cs b/Subsurface/Source/Screens/GameScreen.cs
index e51680264..a7f20762d 100644
--- a/Subsurface/Source/Screens/GameScreen.cs
+++ b/Subsurface/Source/Screens/GameScreen.cs
@@ -208,7 +208,7 @@ namespace Subsurface
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.AlphaBlend);
- spriteBatch.Draw(renderTarget, new Rectangle(0, 0, Game1.GraphicsWidth, Game1.GraphicsHeight), Color.White);
+ spriteBatch.Draw(renderTarget, new Rectangle(0, 0, Game1.GraphicsWidth, Game1.GraphicsHeight), new Color(0.75f, 0.8f, 0.9f, 1.0f));
spriteBatch.End();
BlendState blend = new BlendState();
@@ -246,10 +246,10 @@ namespace Subsurface
//2. pass the renderTarget to the water shader to do the water effect
//----------------------------------------------------------------------------------------
- Hull.renderer.RenderBack(graphics, renderTargetWater, Cam.ShaderTransform);
+ Hull.renderer.RenderBack(spriteBatch, renderTargetWater, Cam.ShaderTransform);
Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length);
- Hull.renderer.positionInBuffer = 0;
+ Hull.renderer.PositionInBuffer = 0;
foreach (Hull hull in Hull.hullList)
{
hull.Render(graphics, cam);
diff --git a/Subsurface/Source/Utils/TextureLoader.cs b/Subsurface/Source/Utils/TextureLoader.cs
index 0533f07e4..229261e98 100644
--- a/Subsurface/Source/Utils/TextureLoader.cs
+++ b/Subsurface/Source/Utils/TextureLoader.cs
@@ -51,7 +51,11 @@ namespace Subsurface
#endif
#if LINUX
using (Stream fileStream = File.OpenRead(path))
- return Texture2D.FromStream(_graphicsDevice, fileStream);// .FromStream(fileStream, preMultiplyAlpha);
+ {
+ var texture = Texture2D.FromStream(_graphicsDevice, fileStream);
+ texture = PreMultiplyAlpha(texture);
+ return texture;
+ }
#endif
}
@@ -87,43 +91,46 @@ namespace Subsurface
texture = Texture2D.FromStream(_graphicsDevice, stream);
}
- if (preMultiplyAlpha)
- {
- // Setup a render target to hold our final texture which will have premulitplied alpha values
- using (RenderTarget2D renderTarget = new RenderTarget2D(_graphicsDevice, texture.Width, texture.Height))
- {
- Viewport viewportBackup = _graphicsDevice.Viewport;
- _graphicsDevice.SetRenderTarget(renderTarget);
- _graphicsDevice.Clear(Color.Black);
-
- // Multiply each color by the source alpha, and write in just the color values into the final texture
- _spriteBatch.Begin(SpriteSortMode.Immediate, BlendColorBlendState);
- _spriteBatch.Draw(texture, texture.Bounds, Color.White);
- _spriteBatch.End();
-
- // Now copy over the alpha values from the source texture to the final one, without multiplying them
- _spriteBatch.Begin(SpriteSortMode.Immediate, BlendAlphaBlendState);
- _spriteBatch.Draw(texture, texture.Bounds, Color.White);
- _spriteBatch.End();
-
- // Release the GPU back to drawing to the screen
- _graphicsDevice.SetRenderTarget(null);
- _graphicsDevice.Viewport = viewportBackup;
-
- // Store data from render target because the RenderTarget2D is volatile
- Color[] data = new Color[texture.Width * texture.Height];
- renderTarget.GetData(data);
-
- // Unset texture from graphic device and set modified data back to it
- _graphicsDevice.Textures[0] = null;
- texture.SetData(data);
- }
-
- }
+ if (preMultiplyAlpha) texture = PreMultiplyAlpha(texture);
return texture;
}
#endif
+
+ private Texture2D PreMultiplyAlpha(Texture2D texture)
+ {
+ // Setup a render target to hold our final texture which will have premulitplied alpha values
+ using (RenderTarget2D renderTarget = new RenderTarget2D(_graphicsDevice, texture.Width, texture.Height))
+ {
+ Viewport viewportBackup = _graphicsDevice.Viewport;
+ _graphicsDevice.SetRenderTarget(renderTarget);
+ _graphicsDevice.Clear(Color.Black);
+
+ // Multiply each color by the source alpha, and write in just the color values into the final texture
+ _spriteBatch.Begin(SpriteSortMode.Immediate, BlendColorBlendState);
+ _spriteBatch.Draw(texture, texture.Bounds, Color.White);
+ _spriteBatch.End();
+
+ // Now copy over the alpha values from the source texture to the final one, without multiplying them
+ _spriteBatch.Begin(SpriteSortMode.Immediate, BlendAlphaBlendState);
+ _spriteBatch.Draw(texture, texture.Bounds, Color.White);
+ _spriteBatch.End();
+
+ // Release the GPU back to drawing to the screen
+ _graphicsDevice.SetRenderTarget(null);
+ _graphicsDevice.Viewport = viewportBackup;
+
+ // Store data from render target because the RenderTarget2D is volatile
+ Color[] data = new Color[texture.Width * texture.Height];
+ renderTarget.GetData(data);
+
+ // Unset texture from graphic device and set modified data back to it
+ _graphicsDevice.Textures[0] = null;
+ texture.SetData(data);
+ }
+
+ return texture;
+ }
private static readonly BlendState BlendColorBlendState;
diff --git a/Subsurface/Subsurface.csproj b/Subsurface/Subsurface.csproj
index 26e46c3d1..12ee8651d 100644
--- a/Subsurface/Subsurface.csproj
+++ b/Subsurface/Subsurface.csproj
@@ -943,6 +943,9 @@
PreserveNewest
+
+ PreserveNewest
+
diff --git a/Subsurface/Subsurface.csproj.user b/Subsurface/Subsurface.csproj.user
index 505c3a0bf..693505ea4 100644
--- a/Subsurface/Subsurface.csproj.user
+++ b/Subsurface/Subsurface.csproj.user
@@ -9,6 +9,6 @@
en-US
false
- ProjectFiles
+ ShowAllFiles
\ No newline at end of file
diff --git a/Subsurface_Solution.sln b/Subsurface_Solution.sln
index 9d5b8a22c..09f07cf09 100644
--- a/Subsurface_Solution.sln
+++ b/Subsurface_Solution.sln
@@ -307,7 +307,4 @@ Global
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
- GlobalSection(Performance) = preSolution
- HasPerformanceSessions = true
- EndGlobalSection
EndGlobal
diff --git a/Subsurface_Solution.v12.suo b/Subsurface_Solution.v12.suo
index 67016dc49..bd0ea0d9c 100644
Binary files a/Subsurface_Solution.v12.suo and b/Subsurface_Solution.v12.suo differ