Build 0.20.7.0

This commit is contained in:
Markus Isberg
2022-11-18 18:13:38 +02:00
parent 8c8fd865c5
commit ecb6d40b4b
111 changed files with 1346 additions and 701 deletions
@@ -343,38 +343,31 @@ namespace Barotrauma.Lights
{
SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidVertexColor"];
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, effect: SolidColorEffect, transformMatrix: spriteBatchTransform);
foreach (Character character in Character.CharacterList)
{
if (character.CurrentHull == null || !character.Enabled || !character.IsVisible) { continue; }
if (Character.Controlled?.FocusedCharacter == character) { continue; }
Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
Color.Black :
character.CurrentHull.AmbientLight.Multiply(character.CurrentHull.AmbientLight.A / 255.0f).Opaque();
foreach (Limb limb in character.AnimController.Limbs)
{
if (limb.DeformSprite != null) { continue; }
limb.Draw(spriteBatch, cam, lightColor);
}
}
DrawCharacters(spriteBatch, cam, drawDeformSprites: false);
spriteBatch.End();
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidVertexColor"];
DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply();
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, transformMatrix: spriteBatchTransform);
DrawCharacters(spriteBatch, cam, drawDeformSprites: true);
spriteBatch.End();
}
static void DrawCharacters(SpriteBatch spriteBatch, Camera cam, bool drawDeformSprites)
{
foreach (Character character in Character.CharacterList)
{
if (character.CurrentHull == null || !character.Enabled || !character.IsVisible) { continue; }
if (character.CurrentHull == null || !character.Enabled || !character.IsVisible || character.InvisibleTimer > 0.0f) { continue; }
if (Character.Controlled?.FocusedCharacter == character) { continue; }
Color lightColor = character.CurrentHull.AmbientLight == Color.TransparentBlack ?
Color.Black :
character.CurrentHull.AmbientLight.Multiply(character.CurrentHull.AmbientLight.A / 255.0f).Opaque();
foreach (Limb limb in character.AnimController.Limbs)
{
if (limb.DeformSprite == null) { continue; }
if (drawDeformSprites == (limb.DeformSprite == null)) { continue; }
limb.Draw(spriteBatch, cam, lightColor);
}
}
spriteBatch.End();
}
DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"];