Merge branch 'master' of bitbucket.org:Regalis11/barotrauma

This commit is contained in:
Sebastian Broberg
2016-03-03 20:18:35 +01:00
111 changed files with 1720 additions and 1204 deletions

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@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" ?>
<Character name ="mantis" humanoid="false">
<Character name ="mantis" humanoid="false" health="200">
<sound file="Content/Characters/Crawler/attack1.ogg" state="Attack" range="500"/>
<sound file="Content/Characters/Crawler/attack2.ogg" state="Attack" range="500"/>

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@@ -1,4 +1,5 @@
#----------------------------- Global Properties ----------------------------#
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
@@ -11,3 +12,28 @@
#---------------------------------- Content ---------------------------------#
#begin LargeFont.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Color
/build:LargeFont.spritefont
#begin SmallFont.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Color
/build:SmallFont.spritefont
#begin SpriteFont1.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Color
/build:SpriteFont1.spritefont
#begin watershader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:watershader.fx

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@@ -16,7 +16,9 @@
<Body width="36" height="60" density="5"/>
<Holdable slots="RightHand+LeftHand" holdpos="30,-15" handle1="0,10" handle2="0,-10"/>
<Holdable slots="RightHand+LeftHand" holdpos="30,-15" handle1="0,10" handle2="0,-10">
<StatusEffect type="Always" target="Hull" oxygen="-50000.0"/>
</Holdable>
</Item>
<Item
@@ -35,7 +37,7 @@
<Body radius="20" height="20" density="5"/>
<Holdable slots="RightHand+LeftHand" holdpos="30,-15" handle1="0,10" handle2="0,-10">
<StatusEffect type="OnActive">
<StatusEffect type="Always">
<Fire/>
</StatusEffect>
</Holdable>

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@@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<FontName>Verdana</FontName>
<Size>16</Size>
<Spacing>0</Spacing>
<UseKerning>true</UseKerning>
<Style>Bold</Style>
<DefaultCharacter>_</DefaultCharacter>
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#1200;</End>
</CharacterRegion>
<CharacterRegion>
<Start>&#192;</Start>
<End>&#601;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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@@ -1,27 +1,27 @@
<?xml version="1.0" encoding="utf-8" ?>
<Orders>
<Order name="Follow" doingtext="Following" color="1.0,0.5,0.1,1.0">
<Sprite texture="Content/UI/orderSymbols.png" sourcerect="0,0,64,64"/>
<Sprite texture="Content/UI/uiIcons.png" sourcerect="0,0,64,64"/>
</Order>
<Order name="Wait" doingtext="Waiting" color="1.0,0.0,0.0,1.0">
<Sprite texture="Content/UI/orderSymbols.png" sourcerect="128,0,64,64"/>
<Sprite texture="Content/UI/uiIcons.png" sourcerect="128,0,64,64"/>
</Order>
<Order name="Dismissed" doingtext="Dismissed" color="0.0,1.0,0.0,1.0">
<Sprite texture="Content/UI/orderSymbols.png" sourcerect="64,0,64,64"/>
<Sprite texture="Content/UI/uiIcons.png" sourcerect="64,0,64,64"/>
</Order>
<Order name="Operate Reactor" doingtext="Operating Reactor" targetitemtype="Reactor" options="Power up, Shutdown" color="1.0,0.78,0.05,1.0">
<Sprite texture="Content/UI/orderSymbols.png" sourcerect="192,0,64,64"/>
<Sprite texture="Content/UI/uiIcons.png" sourcerect="192,0,64,64"/>
</Order>
<Order name="Operate Railgun" doingtext="Operating Railgun" targetitemtype="Turret" usecontroller="true" options="Fire at will, Hold fire" color="0.12,0.3,0.5,1.0">
<Sprite texture="Content/UI/orderSymbols.png" sourcerect="0,64,64,64"/>
<Sprite texture="Content/UI/uiIcons.png" sourcerect="0,64,64,64"/>
</Order>
<Order name="Fix Leaks" doingtext="Fixing Leaks" color="0.6,0.85,1.0,1.0">
<Sprite texture="Content/UI/orderSymbols.png" sourcerect="64,64,64,64"/>
<Sprite texture="Content/UI/uiIcons.png" sourcerect="64,64,64,64"/>
</Order>
</Orders>

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@@ -115,8 +115,8 @@
sizechangemin="0.1,0.1" sizechangemax="0.2,0.2"
startrotationmin ="-20.0" startrotationmax="20"
startcolor="1.0, 1.0, 1.0" startalpha="1.0"
colorchange="-0.6, -1.0, -4.2, -0.8"
lifetime="5.0"
colorchange="-0.9, -1.5, -6.3, -1.2"
lifetime="2.5"
growtime ="0.05"
drawtarget="air"
collideswithwalls="true"

View File

@@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<FontName>Verdana</FontName>
<Size>7</Size>
<Spacing>0</Spacing>
<UseKerning>true</UseKerning>
<Style>Regular</Style>
<DefaultCharacter>_</DefaultCharacter>
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#1200;</End>
</CharacterRegion>
<CharacterRegion>
<Start>&#192;</Start>
<End>&#601;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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@@ -41,7 +41,7 @@ with.
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<DefaultCharacter>_</DefaultCharacter>
<!--
CharacterRegions control what letters are available in the font. Every
@@ -53,8 +53,13 @@ with.
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#159;</End>
<End>&#1200;</End>
</CharacterRegion>
<CharacterRegion>
<Start>&#192;</Start>
<End>&#601;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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@@ -0,0 +1,72 @@
float xBlurDistance;
Texture xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
Texture xLosTexture;
sampler LosSampler = sampler_state { Texture = <xLosTexture>; };
Texture xWaterBumpMap;
sampler WaterBumpSampler =
sampler_state
{
Texture = <xWaterBumpMap>;
MagFilter = LINEAR;
MinFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
float xWaveWidth;
float xWaveHeight;
float2 xWavePos;
float2 xBumpPos;
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 bumpColor = tex2D(WaterBumpSampler, texCoord+xWavePos+xBumpPos);
bumpColor = (bumpColor + tex2D(WaterBumpSampler, texCoord-xWavePos*2.0f+xBumpPos))/2.0f;
float2 samplePos = texCoord;
samplePos.x+=(bumpColor.r-0.5f)*xWaveWidth;
samplePos.y+=(bumpColor.g-0.5f)*xWaveHeight;
float4 sample;
sample = tex2D( TextureSampler, float2(samplePos.x+xBlurDistance, samplePos.y+xBlurDistance));
sample += tex2D( TextureSampler, float2(samplePos.x-xBlurDistance, samplePos.y-xBlurDistance));
sample += tex2D( TextureSampler, float2(samplePos.x+xBlurDistance, samplePos.y-xBlurDistance));
sample += tex2D( TextureSampler, float2(samplePos.x-xBlurDistance, samplePos.y+xBlurDistance));
sample = sample / 4;
return sample;
}
float4 main2(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 losColor = tex2D(LosSampler, texCoord);
float4 outColor = float4(losColor.x, losColor.y, losColor.z, color.w);
return outColor;
}
technique WaterShader
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 main();
}
}
technique LosShader
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 main2();
}
}

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