Unstable 1.1.15.0
This commit is contained in:
@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>1.1.14.0</Version>
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<Version>1.1.15.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>1.1.14.0</Version>
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<Version>1.1.15.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>1.1.14.0</Version>
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<Version>1.1.15.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma Dedicated Server</Product>
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<Version>1.1.14.0</Version>
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<Version>1.1.15.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>DedicatedServer</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma Dedicated Server</Product>
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<Version>1.1.14.0</Version>
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<Version>1.1.15.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>DedicatedServer</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma Dedicated Server</Product>
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<Version>1.1.14.0</Version>
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<Version>1.1.15.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>DedicatedServer</AssemblyName>
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@@ -25,7 +25,7 @@ namespace Barotrauma
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if (connector is CircuitBoxOutputConnection output)
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{
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output.ReceiveSignal(signal);
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return;
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continue;
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}
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Connection.SendSignalIntoConnection(signal, connector.Connection);
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}
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@@ -133,15 +133,13 @@ namespace Barotrauma
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tempTargetItems.Clear();
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foreach (var target in targets)
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{
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if (target is not Item item) { continue; }
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if (itemTags.Any() && itemTags.None(item.HasTag) &&
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itemIdentifierSplit.Any() && !itemIdentifierSplit.Contains(item.Prefab.Identifier))
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if (target is not Item item) { continue; }
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if (itemTags.Any(item.HasTag) || itemIdentifierSplit.Contains(item.Prefab.Identifier))
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{
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continue;
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}
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if (ConditionalsMatch(item, character: null))
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{
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tempTargetItems.Add(item);
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if (ConditionalsMatch(item, character: null))
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{
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tempTargetItems.Add(item);
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}
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}
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}
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if (EnoughTargets(targetCount, tempTargetItems.Count))
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@@ -611,6 +611,8 @@ namespace Barotrauma
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{
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//round ended before the coroutine finished
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if (GameMain.GameSession == null || Level.Loaded == null) { return; }
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if (monster.Removed) { return; }
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System.Diagnostics.Debug.Assert(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer, "Clients should not create monster events.");
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@@ -1,4 +1,5 @@
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using Barotrauma.Networking;
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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@@ -181,24 +182,20 @@ namespace Barotrauma.Items.Components
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if (hasPower)
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{
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var batteries = GetDirectlyConnectedBatteries().Where(static b => !b.OutputDisabled && b.Charge > 0.0001f && b.MaxOutPut > 0.0001f);
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int batteryCount = batteries.Count();
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if (batteryCount > 0)
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float neededPower = PowerConsumption;
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while (neededPower > 0.0001f && batteries.Any())
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{
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float neededPower = PowerConsumption;
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while (neededPower > 0.0001f)
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float takePower = neededPower / batteries.Count();
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takePower = Math.Min(takePower, batteries.Min(b => Math.Min(b.Charge * 3600.0f, b.MaxOutPut)));
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foreach (PowerContainer battery in batteries)
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{
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float takePower = neededPower / batteryCount;
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takePower = Math.Min(takePower, batteries.Min(b => Math.Min(b.Charge * 3600.0f, b.MaxOutPut)));
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foreach (PowerContainer battery in batteries)
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{
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neededPower -= takePower;
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battery.Charge -= takePower / 3600.0f;
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neededPower -= takePower;
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battery.Charge -= takePower / 3600.0f;
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#if SERVER
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if (GameMain.Server != null) { battery.Item.CreateServerEvent(battery); }
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if (GameMain.Server != null) { battery.Item.CreateServerEvent(battery); }
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#endif
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}
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}
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}
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}
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Discharge();
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}
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}
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@@ -773,28 +773,23 @@ namespace Barotrauma.Items.Components
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if (!ignorePower)
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{
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var batteries = GetDirectlyConnectedBatteries().Where(static b => !b.OutputDisabled && b.Charge > 0.0001f && b.MaxOutPut > 0.0001f);
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int batteryCount = batteries.Count();
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if (batteryCount > 0)
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float neededPower = GetPowerRequiredToShoot();
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// tinkering is currently not factored into the common method as it is checked only when shooting
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// but this is a minor issue that causes mostly cosmetic woes. might still be worth refactoring later
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neededPower /= 1f + (tinkeringStrength * TinkeringPowerCostReduction);
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while (neededPower > 0.0001f && batteries.Any())
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{
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float neededPower = GetPowerRequiredToShoot();
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// tinkering is currently not factored into the common method as it is checked only when shooting
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// but this is a minor issue that causes mostly cosmetic woes. might still be worth refactoring later
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neededPower /= 1f + (tinkeringStrength * TinkeringPowerCostReduction);
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while (neededPower > 0.0001f)
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float takePower = neededPower / batteries.Count();
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takePower = Math.Min(takePower, batteries.Min(b => Math.Min(b.Charge * 3600.0f, b.MaxOutPut)));
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foreach (PowerContainer battery in batteries)
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{
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float takePower = neededPower / batteryCount;
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takePower = Math.Min(takePower, batteries.Min(b => Math.Min(b.Charge * 3600.0f, b.MaxOutPut)));
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foreach (PowerContainer battery in batteries)
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{
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neededPower -= takePower;
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battery.Charge -= takePower / 3600.0f;
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neededPower -= takePower;
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battery.Charge -= takePower / 3600.0f;
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#if SERVER
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battery.Item.CreateServerEvent(battery);
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battery.Item.CreateServerEvent(battery);
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#endif
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}
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}
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}
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}
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launchedProjectile = projectiles.FirstOrDefault();
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@@ -1378,6 +1378,9 @@ namespace Barotrauma
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{
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if (sub.Info.IsOutpost)
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{
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#if CLIENT
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if (GameMain.GameSession.GameMode is TutorialMode) { continue; }
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#endif
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OutpostGenerator.PowerUpOutpost(sub);
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}
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}
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@@ -1,3 +1,13 @@
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-------------------------------------------------------------------------------------------------------------------------------------------------
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v1.1.15.0
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-------------------------------------------------------------------------------------------------------------------------------------------------
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- Fixed console errors when there are swarm feeders (or other monsters that immediately despawn when killed) in an irradiated level.
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- Fixed occasional crashes when firing a turret makes a supercapacitor drop to 0% charge.
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- Fixed circuit box only outputting to one pin when wired directly from input to multiple output pins.
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- Fixed tutorial reactor starting already powered up, making the first engineer tutorial objectives complete immediately.
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- Miscellaneous tutorial fixes.
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-------------------------------------------------------------------------------------------------------------------------------------------------
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v1.1.14.0
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-------------------------------------------------------------------------------------------------------------------------------------------------
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