Unstable 1.2.4.0
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@@ -258,8 +258,8 @@ namespace Barotrauma
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graphics.BlendState = BlendState.NonPremultiplied;
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graphics.SamplerStates[0] = SamplerState.LinearWrap;
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Quad.UseBasicEffect(renderTargetBackground);
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Quad.Render();
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GraphicsQuad.UseBasicEffect(renderTargetBackground);
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GraphicsQuad.Render();
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//Draw the rest of the structures, characters and front structures
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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@@ -312,8 +312,8 @@ namespace Barotrauma
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graphics.BlendState = BlendState.Opaque;
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graphics.SamplerStates[0] = SamplerState.LinearWrap;
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Quad.UseBasicEffect(renderTarget);
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Quad.Render();
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GraphicsQuad.UseBasicEffect(renderTarget);
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GraphicsQuad.Render();
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//draw alpha blended particles that are inside a sub
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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@@ -379,8 +379,8 @@ namespace Barotrauma
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graphics.DepthStencilState = DepthStencilState.None;
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graphics.SamplerStates[0] = SamplerState.LinearWrap;
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graphics.BlendState = CustomBlendStates.Multiplicative;
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Quad.UseBasicEffect(GameMain.LightManager.LightMap);
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Quad.Render();
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GraphicsQuad.UseBasicEffect(GameMain.LightManager.LightMap);
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GraphicsQuad.Render();
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}
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.None, null, null, cam.Transform);
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@@ -389,6 +389,8 @@ namespace Barotrauma
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c.DrawFront(spriteBatch, cam);
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}
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GameMain.LightManager.DebugDrawVertices(spriteBatch);
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Level.Loaded?.DrawDebugOverlay(spriteBatch, cam);
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if (GameMain.DebugDraw)
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{
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@@ -437,7 +439,7 @@ namespace Barotrauma
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graphics.SamplerStates[0] = SamplerState.PointClamp;
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graphics.SamplerStates[1] = SamplerState.PointClamp;
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GameMain.LightManager.LosEffect.CurrentTechnique.Passes[0].Apply();
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Quad.Render();
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GraphicsQuad.Render();
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graphics.SamplerStates[0] = SamplerState.LinearWrap;
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graphics.SamplerStates[1] = SamplerState.LinearWrap;
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}
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@@ -505,7 +507,7 @@ namespace Barotrauma
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graphics.DepthStencilState = DepthStencilState.None;
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if (string.IsNullOrEmpty(postProcessTechnique))
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{
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Quad.UseBasicEffect(renderTargetFinal);
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GraphicsQuad.UseBasicEffect(renderTargetFinal);
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}
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else
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{
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@@ -514,7 +516,7 @@ namespace Barotrauma
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PostProcessEffect.CurrentTechnique = PostProcessEffect.Techniques[postProcessTechnique];
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PostProcessEffect.CurrentTechnique.Passes[0].Apply();
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}
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Quad.Render();
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GraphicsQuad.Render();
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if (fadeToBlackState > 0.0f)
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{
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