Unstable 1.2.4.0

This commit is contained in:
Markus Isberg
2023-11-30 13:53:00 +02:00
parent 8a2e2ea0ae
commit fb5ea537bf
210 changed files with 4201 additions and 1283 deletions
@@ -258,8 +258,8 @@ namespace Barotrauma
graphics.BlendState = BlendState.NonPremultiplied;
graphics.SamplerStates[0] = SamplerState.LinearWrap;
Quad.UseBasicEffect(renderTargetBackground);
Quad.Render();
GraphicsQuad.UseBasicEffect(renderTargetBackground);
GraphicsQuad.Render();
//Draw the rest of the structures, characters and front structures
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
@@ -312,8 +312,8 @@ namespace Barotrauma
graphics.BlendState = BlendState.Opaque;
graphics.SamplerStates[0] = SamplerState.LinearWrap;
Quad.UseBasicEffect(renderTarget);
Quad.Render();
GraphicsQuad.UseBasicEffect(renderTarget);
GraphicsQuad.Render();
//draw alpha blended particles that are inside a sub
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
@@ -379,8 +379,8 @@ namespace Barotrauma
graphics.DepthStencilState = DepthStencilState.None;
graphics.SamplerStates[0] = SamplerState.LinearWrap;
graphics.BlendState = CustomBlendStates.Multiplicative;
Quad.UseBasicEffect(GameMain.LightManager.LightMap);
Quad.Render();
GraphicsQuad.UseBasicEffect(GameMain.LightManager.LightMap);
GraphicsQuad.Render();
}
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.None, null, null, cam.Transform);
@@ -389,6 +389,8 @@ namespace Barotrauma
c.DrawFront(spriteBatch, cam);
}
GameMain.LightManager.DebugDrawVertices(spriteBatch);
Level.Loaded?.DrawDebugOverlay(spriteBatch, cam);
if (GameMain.DebugDraw)
{
@@ -437,7 +439,7 @@ namespace Barotrauma
graphics.SamplerStates[0] = SamplerState.PointClamp;
graphics.SamplerStates[1] = SamplerState.PointClamp;
GameMain.LightManager.LosEffect.CurrentTechnique.Passes[0].Apply();
Quad.Render();
GraphicsQuad.Render();
graphics.SamplerStates[0] = SamplerState.LinearWrap;
graphics.SamplerStates[1] = SamplerState.LinearWrap;
}
@@ -505,7 +507,7 @@ namespace Barotrauma
graphics.DepthStencilState = DepthStencilState.None;
if (string.IsNullOrEmpty(postProcessTechnique))
{
Quad.UseBasicEffect(renderTargetFinal);
GraphicsQuad.UseBasicEffect(renderTargetFinal);
}
else
{
@@ -514,7 +516,7 @@ namespace Barotrauma
PostProcessEffect.CurrentTechnique = PostProcessEffect.Techniques[postProcessTechnique];
PostProcessEffect.CurrentTechnique.Passes[0].Apply();
}
Quad.Render();
GraphicsQuad.Render();
if (fadeToBlackState > 0.0f)
{