v2.6.1
This commit is contained in:
@@ -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("0.2.5.0")]
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[assembly: AssemblyFileVersion("0.2.5.0")]
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[assembly: AssemblyVersion("0.2.6.0")]
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[assembly: AssemblyFileVersion("0.2.6.0")]
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@@ -283,7 +283,6 @@ namespace Barotrauma
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case AttackType.PinchCCW:
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float dir = (limb.attack.Type == AttackType.PinchCW) ? 1.0f : -1.0f;
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float dist = Vector2.Distance(limb.SimPosition, attackPosition);
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if (wallAttackPos != Vector2.Zero && targetEntity != null)
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{
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@@ -302,6 +301,7 @@ namespace Barotrauma
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break;
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}
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float dist = Vector2.Distance(limb.SimPosition, damageTarget.SimPosition);
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if (dist < limb.attack.Range * 0.5f)
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{
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attackTimer += deltaTime;
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@@ -143,10 +143,21 @@ namespace Barotrauma
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var md5 = MD5.Create();
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foreach (ContentFile file in files)
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{
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using (var stream = File.OpenRead(file.path))
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if (file.type == ContentType.Executable) continue;
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try
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{
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hashes.Add(md5.ComputeHash(stream));
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}
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using (var stream = File.OpenRead(file.path))
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{
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hashes.Add(md5.ComputeHash(stream));
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}
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Error while calculating content package hash: ", e);
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}
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}
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//string str = sb.ToString();
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@@ -157,7 +168,7 @@ namespace Barotrauma
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}
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//System.Buffer.BlockCopy(str.ToCharArray(), 0, bytes, 0, bytes.Length);
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md5Hash = new Md5Hash(bytes);
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md5Hash = new Md5Hash(bytes);
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}
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public List<string> GetFilesOfType(ContentType type)
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@@ -80,6 +80,10 @@ namespace Barotrauma
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if (isOpen)
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{
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frame.Update(deltaTime);
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Character.DisableControls = true;
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if (PlayerInput.KeyHit(Keys.Up))
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@@ -91,7 +95,7 @@ namespace Barotrauma
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SelectMessage(1);
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}
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textBox.Update(deltaTime);
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//textBox.Update(deltaTime);
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if (PlayerInput.GetKeyboardState.IsKeyDown(Keys.Enter) && textBox.Text != "")
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{
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@@ -122,8 +126,6 @@ namespace Barotrauma
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{
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if (!isOpen) return;
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frame.Update(1.0f / 60.0f);
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int margin = 5;
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//GUI.DrawRectangle(spriteBatch,
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@@ -205,7 +205,7 @@ namespace Barotrauma
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private Vector2 MeasureText(string text)
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{
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if (string.IsNullOrEmpty(text) || Font==null) return Vector2.Zero;
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if (Font==null) return Vector2.Zero;
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Vector2 size = Vector2.Zero;
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while (size == Vector2.Zero)
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@@ -196,9 +196,15 @@ namespace Barotrauma
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{
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string input = Text;
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Text = "";
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OnEnterPressed(this, input);
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OnEnterPressed(this, input);
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}
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#if LINUX
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else if (PlayerInput.KeyHit(Keys.Back) && Text.Length>0)
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{
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Text = Text.Substring(0, Text.Length-1);
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}
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#endif
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}
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textBlock.Update(deltaTime);
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@@ -21,7 +21,7 @@ namespace Barotrauma.Items.Components
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private SteeringPath steeringPath;
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private static PathFinder pathFinder;
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private PathFinder pathFinder;
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private float networkUpdateTimer;
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private bool valueChanged;
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@@ -199,6 +199,11 @@ namespace Barotrauma.Lights
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spriteBatch.Draw(lightMap, Vector2.Zero, Color.White);
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spriteBatch.End();
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}
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public void ClearLights()
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{
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lights.Clear();
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}
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}
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@@ -12,6 +12,7 @@ using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Xml.Linq;
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using Barotrauma.Lights;
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namespace Barotrauma
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{
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@@ -666,6 +667,8 @@ namespace Barotrauma
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if (loaded == null) return;
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Sound.OnGameEnd();
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if (GameMain.LightManager != null) GameMain.LightManager.ClearLights();
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loaded.Remove();
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@@ -248,10 +248,17 @@ namespace Barotrauma
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), new Color(0.75f, 0.8f, 0.9f, 1.0f));
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spriteBatch.End();
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.Default, null, null,
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BlendState.NonPremultiplied,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, true, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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@@ -270,11 +277,18 @@ namespace Barotrauma
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BlendState.Opaque);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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@@ -297,8 +297,16 @@ namespace Barotrauma
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GameMain.NetLobbyScreen = new NetLobbyScreen();
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GameMain.NetworkMember = new GameServer(name, port, isPublicBox.Selected, passwordBox.Text, useUpnpBox.Selected, int.Parse(maxPlayersBox.Text));
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try
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{
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GameMain.NetworkMember = new GameServer(name, port, isPublicBox.Selected, passwordBox.Text, useUpnpBox.Selected, int.Parse(maxPlayersBox.Text));
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Failed to start server", e);
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}
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GameMain.NetLobbyScreen.IsServer = true;
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//Game1.NetLobbyScreen.Select();
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return true;
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@@ -254,7 +254,21 @@ namespace Barotrauma
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if (response.StatusCode!= System.Net.HttpStatusCode.OK)
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{
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serverList.ClearChildren();
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DebugConsole.ThrowError("Error while connecting to master server (" +response.StatusCode+": "+response.StatusDescription+")");
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switch (response.StatusCode)
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{
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case System.Net.HttpStatusCode.NotFound:
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DebugConsole.ThrowError("Error while connecting to master server (404 - ''" + NetConfig.MasterServerUrl + "'' not found)");
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break;
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case System.Net.HttpStatusCode.ServiceUnavailable:
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DebugConsole.ThrowError("Error while connecting to master server (505 - Service Unavailable)");
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DebugConsole.ThrowError("The master server may be down for maintenance or temporarily overloaded. Please try again after in a few moments.");
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break;
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default:
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DebugConsole.ThrowError("Error while connecting to master server (" +response.StatusCode+": "+response.StatusDescription+")");
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break;
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}
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return;
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}
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@@ -304,8 +318,17 @@ namespace Barotrauma
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selectedPassword = passwordBox.Text;
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}
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GameMain.NetworkMember = new GameClient(clientNameBox.Text);
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GameMain.Client.ConnectToServer(ip, selectedPassword);
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try
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{
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GameMain.NetworkMember = new GameClient(clientNameBox.Text);
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GameMain.Client.ConnectToServer(ip, selectedPassword);
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Failed to start the client", e);
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}
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yield return CoroutineStatus.Success;
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}
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@@ -1,3 +1,9 @@
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---------------------------------------------------------------------------------------------------------
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v0.2.6.1
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---------------------------------------------------------------------------------------------------------
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- fixed a bug that caused characters to take bleeding damage for no apparent reason
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- fixed autopilot not working when changing the map seed
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---------------------------------------------------------------------------------------------------------
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v0.2.6
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