Build 0.17.15.0
This commit is contained in:
@@ -56,10 +56,9 @@ namespace Barotrauma.Items.Components
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ContentXElement spriteElement = limbElement.GetChildElement("sprite");
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if (spriteElement == null) { continue; }
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string spritePath = spriteElement.GetAttribute("texture").Value;
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spritePath = characterInfo.ReplaceVars(spritePath);
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ContentPath contentPath = spriteElement.GetAttributeContentPath("texture");
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string spritePath = characterInfo.ReplaceVars(contentPath.Value);
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string fileName = Path.GetFileNameWithoutExtension(spritePath);
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//go through the files in the directory to find a matching sprite
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@@ -40,7 +40,7 @@ namespace Barotrauma
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visibleSubs.Clear();
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foreach (Submarine sub in Loaded)
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{
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if (sub.WorldPosition.Y < Level.MaxEntityDepth) { continue; }
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if (Level.Loaded != null && sub.WorldPosition.Y < Level.MaxEntityDepth) { continue; }
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int margin = 500;
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Rectangle worldBorders = new Rectangle(
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@@ -807,7 +807,7 @@ namespace Barotrauma
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float balanceContainerWidth = GameMain.IsSingleplayer ? 1 : 1 / 3f;
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var rt = new RectTransform(new Vector2(balanceContainerWidth, 1.0f), parent.RectTransform)
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{
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MaxSize = new Point(120, int.MaxValue)
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MaxSize = new Point(GUI.IntScale(GUI.AdjustForTextScale(120)), int.MaxValue)
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};
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var balanceContainer = new GUILayoutGroup(rt, childAnchor: Anchor.TopRight)
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{
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@@ -73,11 +73,11 @@ namespace Barotrauma.Steam
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{
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if (!SteamManager.IsInitialized) { return; }
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uint numSubscribedMods = Steamworks.SteamUGC.NumSubscribedItems;
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uint numSubscribedMods = SteamManager.GetNumSubscribedItems();
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if (numSubscribedMods == memSubscribedModCount) { return; }
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memSubscribedModCount = numSubscribedMods;
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var subscribedIds = Steamworks.SteamUGC.GetSubscribedItems().ToHashSet();
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var subscribedIds = SteamManager.GetSubscribedItems().ToHashSet();
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var installedIds = ContentPackageManager.WorkshopPackages.Select(p => p.SteamWorkshopId).ToHashSet();
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foreach (var id in subscribedIds.Where(id2 => !installedIds.Contains(id2)))
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{
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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>0.17.14.0</Version>
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<Version>0.17.15.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</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>0.17.14.0</Version>
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<Version>0.17.15.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</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>0.17.14.0</Version>
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<Version>0.17.15.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</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>0.17.14.0</Version>
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<Version>0.17.15.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</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>0.17.14.0</Version>
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<Version>0.17.15.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</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>0.17.14.0</Version>
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<Version>0.17.15.0</Version>
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<Copyright>Copyright © FakeFish 2018-2022</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>DedicatedServer</AssemblyName>
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@@ -57,8 +57,6 @@ namespace Barotrauma
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private readonly int speakerIndex;
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private readonly ImmutableHashSet<Identifier> allowedSpeakerTags;
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private readonly bool requireNextLine;
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// used primarily for team1 characters interacting with escorted personnel (TODO: not used anywhere)
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private readonly bool requireSight;
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public NPCConversation(XElement element)
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{
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@@ -75,7 +73,6 @@ namespace Barotrauma
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Responses = element.Elements().Select(s => new NPCConversation(s)).ToImmutableArray();
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requireNextLine = element.GetAttributeBool("requirenextline", false);
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requireSight = element.GetAttributeBool("requiresight", false);
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}
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private static List<Identifier> GetCurrentFlags(Character speaker)
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@@ -162,23 +159,38 @@ namespace Barotrauma
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return currentFlags;
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}
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private static List<NPCConversation> previousConversations = new List<NPCConversation>();
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private static readonly List<NPCConversation> previousConversations = new List<NPCConversation>();
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public static List<Pair<Character, string>> CreateRandom(List<Character> availableSpeakers)
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public static List<(Character speaker, string line)> CreateRandom(List<Character> availableSpeakers)
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{
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Dictionary<int, Character> assignedSpeakers = new Dictionary<int, Character>();
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List<Pair<Character, string>> lines = new List<Pair<Character, string>>();
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List<(Character speaker, string line)> lines = new List<(Character speaker, string line)>();
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var language = GameSettings.CurrentConfig.Language;
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if (language != TextManager.DefaultLanguage && !NPCConversationCollection.Collections.ContainsKey(language))
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{
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DebugConsole.AddWarning($"Could not find NPC conversations for the language \"{language}\". Using \"{TextManager.DefaultLanguage}\" instead..");
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language = TextManager.DefaultLanguage;
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}
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CreateConversation(availableSpeakers, assignedSpeakers, null, lines,
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availableConversations: NPCConversationCollection.Collections[GameSettings.CurrentConfig.Language].SelectMany(cc => cc.Conversations).ToList());
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availableConversations: NPCConversationCollection.Collections[language].SelectMany(cc => cc.Conversations).ToList());
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return lines;
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}
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public static List<Pair<Character, string>> CreateRandom(List<Character> availableSpeakers, IEnumerable<Identifier> requiredFlags)
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public static List<(Character speaker, string line)> CreateRandom(List<Character> availableSpeakers, IEnumerable<Identifier> requiredFlags)
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{
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Dictionary<int, Character> assignedSpeakers = new Dictionary<int, Character>();
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List<Pair<Character, string>> lines = new List<Pair<Character, string>>();
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var availableConversations = NPCConversationCollection.Collections[GameSettings.CurrentConfig.Language]
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List<(Character speaker, string line)> lines = new List<(Character speaker, string line)>();
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var language = GameSettings.CurrentConfig.Language;
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if (language != TextManager.DefaultLanguage && !NPCConversationCollection.Collections.ContainsKey(language))
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{
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DebugConsole.AddWarning($"Could not find NPC conversations for the language \"{language}\". Using \"{TextManager.DefaultLanguage}\" instead..");
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language = TextManager.DefaultLanguage;
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}
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var availableConversations = NPCConversationCollection.Collections[language]
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.SelectMany(cc => cc.Conversations.Where(c => requiredFlags.All(f => c.Flags.Contains(f)))).ToList();
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if (availableConversations.Count > 0)
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{
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@@ -191,7 +203,7 @@ namespace Barotrauma
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List<Character> availableSpeakers,
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Dictionary<int, Character> assignedSpeakers,
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NPCConversation baseConversation,
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IList<Pair<Character, string>> lineList,
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IList<(Character speaker, string line)> lineList,
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IList<NPCConversation> availableConversations,
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bool ignoreFlags = false)
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{
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@@ -271,7 +283,7 @@ namespace Barotrauma
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previousConversations.Insert(0, selectedConversation);
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if (previousConversations.Count > MaxPreviousConversations) previousConversations.RemoveAt(MaxPreviousConversations);
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}
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lineList.Add(new Pair<Character, string>(speaker, selectedConversation.Line));
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lineList.Add((speaker, selectedConversation.Line));
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CreateConversation(availableSpeakers, assignedSpeakers, selectedConversation, lineList, availableConversations);
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}
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@@ -2729,12 +2729,15 @@ namespace Barotrauma
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if (!Enabled) { return; }
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if (Level.Loaded != null && WorldPosition.Y < Level.MaxEntityDepth ||
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(Submarine != null && Submarine.WorldPosition.Y < Level.MaxEntityDepth))
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if (Level.Loaded != null)
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{
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Enabled = false;
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Kill(CauseOfDeathType.Pressure, null);
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return;
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if (WorldPosition.Y < Level.MaxEntityDepth ||
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(Submarine != null && Submarine.WorldPosition.Y < Level.MaxEntityDepth))
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{
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Enabled = false;
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Kill(CauseOfDeathType.Pressure, null);
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return;
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}
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}
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ApplyStatusEffects(ActionType.Always, deltaTime);
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@@ -1,7 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml.Linq;
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namespace Barotrauma
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@@ -12,7 +11,7 @@ namespace Barotrauma
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public readonly List<string> AllowedDialogTags;
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private float commonness;
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private readonly float commonness;
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public float Commonness
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{
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get { return commonness; }
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@@ -20,12 +19,22 @@ namespace Barotrauma
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public static IEnumerable<NPCPersonalityTrait> GetAll(LanguageIdentifier language)
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{
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if (language != TextManager.DefaultLanguage && !NPCConversationCollection.Collections.ContainsKey(language))
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{
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DebugConsole.AddWarning($"Could not find NPC personality traits for the language \"{language}\". Using \"{TextManager.DefaultLanguage}\" instead..");
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language = TextManager.DefaultLanguage;
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}
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return NPCConversationCollection.Collections[language]
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.SelectMany(cc => cc.PersonalityTraits.Values);
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}
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public static NPCPersonalityTrait Get(LanguageIdentifier language, Identifier traitName)
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{
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if (language != TextManager.DefaultLanguage && !NPCConversationCollection.Collections.ContainsKey(language))
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{
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DebugConsole.AddWarning($"Could not find NPC personality traits for the language \"{language}\". Using \"{TextManager.DefaultLanguage}\" instead..");
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language = TextManager.DefaultLanguage;
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}
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return NPCConversationCollection.Collections[language]
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.FirstOrDefault(cc => cc.PersonalityTraits.ContainsKey(traitName))
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.PersonalityTraits[traitName];
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@@ -13,7 +13,7 @@ namespace Barotrauma
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const float ConversationIntervalMax = 180.0f;
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const float ConversationIntervalMultiplierMultiplayer = 5.0f;
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private float conversationTimer, conversationLineTimer;
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private readonly List<Pair<Character, string>> pendingConversationLines = new List<Pair<Character, string>>();
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private readonly List<(Character speaker, string line)> pendingConversationLines = new List<(Character speaker, string line)>();
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public const int MaxCrewSize = 16;
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@@ -339,7 +339,7 @@ namespace Barotrauma
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#region Dialog
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public void AddConversation(List<Pair<Character, string>> conversationLines)
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public void AddConversation(List<(Character speaker, string line)> conversationLines)
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{
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if (conversationLines == null || conversationLines.Count == 0) { return; }
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pendingConversationLines.AddRange(conversationLines);
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@@ -428,16 +428,16 @@ namespace Barotrauma
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if (conversationLineTimer <= 0.0f)
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{
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//speaker of the next line can't speak, interrupt the conversation
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if (pendingConversationLines[0].First.SpeechImpediment >= 100.0f)
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if (pendingConversationLines[0].speaker.SpeechImpediment >= 100.0f)
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{
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pendingConversationLines.Clear();
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return;
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}
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pendingConversationLines[0].First.Speak(pendingConversationLines[0].Second, null);
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pendingConversationLines[0].speaker.Speak(pendingConversationLines[0].line, null);
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if (pendingConversationLines.Count > 1)
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{
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conversationLineTimer = MathHelper.Clamp(pendingConversationLines[0].Second.Length * 0.1f, 1.0f, 5.0f);
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conversationLineTimer = MathHelper.Clamp(pendingConversationLines[0].line.Length * 0.1f, 1.0f, 5.0f);
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}
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pendingConversationLines.RemoveAt(0);
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}
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@@ -1789,7 +1789,7 @@ namespace Barotrauma
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if (Math.Abs(body.LinearVelocity.X) > 0.01f || Math.Abs(body.LinearVelocity.Y) > 0.01f || transformDirty)
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{
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UpdateTransform();
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if (CurrentHull == null && body.SimPosition.Y < ConvertUnits.ToSimUnits(Level.MaxEntityDepth))
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if (CurrentHull == null && Level.Loaded != null && body.SimPosition.Y < ConvertUnits.ToSimUnits(Level.MaxEntityDepth))
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{
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Spawner?.AddItemToRemoveQueue(this);
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return;
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@@ -8,10 +8,7 @@ using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Globalization;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.IO;
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using Voronoi2;
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namespace Barotrauma
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@@ -25,7 +22,7 @@ namespace Barotrauma
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}
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//all entities are disabled after they reach this depth
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public const int MaxEntityDepth = -300000;
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public const int MaxEntityDepth = -1000000;
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public const float ShaftHeight = 1000.0f;
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/// <summary>
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/// The level generator won't try to adjust the width of the main path above this limit.
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@@ -1,3 +1,4 @@
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using Steamworks.Data;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -74,6 +75,24 @@ namespace Barotrauma.Steam
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return Steamworks.SteamClient.Name;
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}
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public static uint GetNumSubscribedItems()
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{
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if (!IsInitialized || !Steamworks.SteamClient.IsValid)
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{
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return 0;
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}
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return Steamworks.SteamUGC.NumSubscribedItems;
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}
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public static PublishedFileId[] GetSubscribedItems()
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{
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if (!IsInitialized || !Steamworks.SteamClient.IsValid)
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{
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return new PublishedFileId[0];
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}
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return Steamworks.SteamUGC.GetSubscribedItems();
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}
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public static bool UnlockAchievement(string achievementIdentifier) =>
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UnlockAchievement(achievementIdentifier.ToIdentifier());
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@@ -80,7 +80,7 @@ namespace Barotrauma
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#if DEBUG
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if (!lStr.IsNullOrEmpty() && lStr.Contains("‖"))
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{
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if (Debugger.IsAttached) { Debugger.Break(); }
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//if (Debugger.IsAttached) { Debugger.Break(); }
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}
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#endif
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return Plain(lStr ?? string.Empty);
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@@ -1,3 +1,12 @@
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---------------------------------------------------------------------------------------------------------
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v0.17.15.0
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---------------------------------------------------------------------------------------------------------
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Fixes:
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- Fixed crashing if a custom language doesn't configure NPC personality traits or conversations.
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- Fixed crashing when you try to disguise as someone else when using a mod that overrides the vanilla human config.
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- Fixed characters getting instakilled if you dive too deep in the sub editor test mode.
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---------------------------------------------------------------------------------------------------------
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v0.17.14.0
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---------------------------------------------------------------------------------------------------------
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Reference in New Issue
Block a user