v0.4.1.0 + fixed gamemode list not being synced with clients
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@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.4.0.2")]
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[assembly: AssemblyFileVersion("0.4.0.2")]
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[assembly: AssemblyVersion("0.4.1.0")]
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[assembly: AssemblyFileVersion("0.4.1.0")]
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@@ -236,12 +236,12 @@ namespace Barotrauma
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missionTypeButtons = new GUIButton[2];
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missionTypeButtons[0] = new GUIButton(new Rectangle(120, 0, 20, 20), "<", Alignment.BottomLeft, GUI.Style, missionTypeBlock);
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missionTypeButtons[0] = new GUIButton(new Rectangle(100, 0, 20, 20), "<", Alignment.BottomLeft, GUI.Style, missionTypeBlock);
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missionTypeButtons[0].UserData = -1;
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new GUITextBlock(new Rectangle(120, 0, 120, 20), "Random", GUI.Style, Alignment.BottomLeft, Alignment.TopCenter, missionTypeBlock).UserData = 0;
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new GUITextBlock(new Rectangle(120, 0, 80, 20), "Random", GUI.Style, Alignment.BottomLeft, Alignment.TopCenter, missionTypeBlock).UserData = 0;
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missionTypeButtons[1] = new GUIButton(new Rectangle(240, 0, 20, 20), ">", Alignment.BottomLeft, GUI.Style, missionTypeBlock);
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missionTypeButtons[1] = new GUIButton(new Rectangle(200, 0, 20, 20), ">", Alignment.BottomLeft, GUI.Style, missionTypeBlock);
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missionTypeButtons[1].UserData = 1;
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missionTypeBlock.Visible = false;
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@@ -521,6 +521,8 @@ namespace Barotrauma
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missionTypeBlock.GetChild<GUITextBlock>().Text = Mission.MissionTypes[missionTypeIndex];
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missionTypeBlock.UserData = missionTypeIndex;
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valueChanged = true;
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}
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public bool ToggleMissionType(GUIButton button, object userData)
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@@ -533,6 +535,8 @@ namespace Barotrauma
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SetMissionType(missionTypeIndex);
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valueChanged = true;
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return true;
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}
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@@ -1107,8 +1111,9 @@ namespace Barotrauma
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}
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}
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catch
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catch (Exception e)
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{
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DebugConsole.ThrowError("Failed to read lobby update message");
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return;
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}
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@@ -1116,7 +1121,11 @@ namespace Barotrauma
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if (!GameMain.NetworkMember.Voting.AllowModeVoting)
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{
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SelectMode(modeList.children[modeIndex], modeList.children[modeIndex].UserData);
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//SelectMode(modeList.children[modeIndex], modeList.children[modeIndex].UserData);
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modeList.Select(modeIndex, true);
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GameModePreset modePreset = modeList.children[modeIndex].UserData as GameModePreset;
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missionTypeBlock.Visible = modePreset.Name == "Mission";
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}
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SetTraitorsEnabled(traitorsEnabled);
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@@ -1,3 +1,30 @@
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---------------------------------------------------------------------------------------------------------
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v0.4.1.0
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---------------------------------------------------------------------------------------------------------
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- alien ruins and some special monsters/items that only spawn inside them
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- improved lighting
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- flashlights and flares
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- depth charges
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- items can be moved from the inventory to cabinets/containers by double clicking
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- option to choose mission type in multiplayer
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- fixed crashes when using medical syringes in multiplayer
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- fixed characters occasionally ''exploding'' or being launched to a random direction when
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entering/exiting the sub
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- fixed long map seeds always generating the same map
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- fixed item loading issues when playing the game on a PC using the Turkish locale (and most likely some
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other locales with special uppercase/lowercase rules)
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---------------------------------------------------------------------------------------------------------
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v0.4.0.3
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---------------------------------------------------------------------------------------------------------
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- stun syncing bugfix
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- fixed dead/unconscious characters being impossible to select in the info menu
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- fixed crashes when detonating nitroglyserine by injecting it
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- oxygen level deteriorates more slowly when unconscious
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- instructions for dealing with broken junction boxes in the tutorial
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---------------------------------------------------------------------------------------------------------
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v0.4.0.2
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---------------------------------------------------------------------------------------------------------
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