(6e2d03d7f) Changelog update

This commit is contained in:
Joonas Rikkonen
2019-04-05 16:15:54 +03:00
parent 19b451ff17
commit 2b1458a89f
3 changed files with 83 additions and 136 deletions

View File

@@ -66,6 +66,33 @@ namespace Barotrauma
CanBeFocused = false
};
Point scrollButtonSize = new Point((int)(200 * GUI.Scale), (int)(30 * GUI.Scale));
crewArea = new GUIFrame(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.CrewArea, guiFrame.RectTransform), "", Color.Transparent)
{
CanBeFocused = false
};
toggleCrewButton = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform)
{ AbsoluteOffset = HUDLayoutSettings.CrewArea.Location },
"", style: "UIToggleButton");
toggleCrewButton.OnClicked += (GUIButton btn, object userdata) =>
{
toggleCrewAreaOpen = !toggleCrewAreaOpen;
foreach (GUIComponent child in btn.Children)
{
child.SpriteEffects = toggleCrewAreaOpen ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
}
return true;
};
characterListBox = new GUIListBox(new RectTransform(new Point(100, (int)(crewArea.Rect.Height - scrollButtonSize.Y * 1.6f)), crewArea.RectTransform, Anchor.CenterLeft), false, Color.Transparent, null)
{
//Spacing = (int)(3 * GUI.Scale),
ScrollBarEnabled = false,
ScrollBarVisible = false,
CanBeFocused = false
};
var characterInfo = new CharacterInfo(subElement);
characterInfos.Add(characterInfo);
foreach (XElement invElement in subElement.Elements())
@@ -81,6 +108,16 @@ namespace Barotrauma
prevUIScale = GUI.Scale;
}
#endregion
#region Character list management
public Rectangle GetCharacterListArea()
{
return characterListBox.Rect;
}
partial void InitProjectSpecific()
{
guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)

View File

@@ -175,142 +175,6 @@ namespace Barotrauma.Items.Components
}
}
}
public void ApplyTo(RectTransform target)
{
if (RelativeOffset.HasValue)
{
target.RelativeOffset = RelativeOffset.Value;
}
else if (AbsoluteOffset.HasValue)
{
target.AbsoluteOffset = AbsoluteOffset.Value;
}
if (RelativeSize.HasValue)
{
target.RelativeSize = RelativeSize.Value;
}
else if (AbsoluteSize.HasValue)
{
target.NonScaledSize = AbsoluteSize.Value;
}
if (Anchor.HasValue)
{
target.Anchor = Anchor.Value;
}
if (Pivot.HasValue)
{
target.Pivot = Pivot.Value;
}
else
{
target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor);
}
target.RecalculateChildren(true, true);
}
}
public GUIFrame GuiFrame { get; protected set; }
[Serialize(false, false)]
public bool AllowUIOverlap
{
get;
set;
}
private ItemComponent linkToUIComponent;
[Serialize("", false)]
public string LinkUIToComponent
{
get;
set;
}
[Serialize(0, false)]
public int HudPriority
{
get;
private set;
}
private bool useAlternativeLayout;
public bool UseAlternativeLayout
{
get { return useAlternativeLayout; }
set
{
if (AlternativeLayout != null)
{
if (value == useAlternativeLayout) { return; }
useAlternativeLayout = value;
if (useAlternativeLayout)
{
AlternativeLayout?.ApplyTo(GuiFrame.RectTransform);
}
else
{
DefaultLayout?.ApplyTo(GuiFrame.RectTransform);
}
}
}
public void ApplyTo(RectTransform target)
{
if (RelativeOffset.HasValue)
{
target.RelativeOffset = RelativeOffset.Value;
}
else if (AbsoluteOffset.HasValue)
{
target.AbsoluteOffset = AbsoluteOffset.Value;
}
if (RelativeSize.HasValue)
{
target.RelativeSize = RelativeSize.Value;
}
else if (AbsoluteSize.HasValue)
{
target.NonScaledSize = AbsoluteSize.Value;
}
if (Anchor.HasValue)
{
target.Anchor = Anchor.Value;
}
if (Pivot.HasValue)
{
target.Pivot = Pivot.Value;
}
else
{
target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor);
}
target.RecalculateChildren(true, true);
}
}
public GUIFrame GuiFrame { get; protected set; }
[Serialize(false, false)]
public bool AllowUIOverlap
{
get;
set;
}
private ItemComponent linkToUIComponent;
[Serialize("", false)]
public string LinkUIToComponent
{
get;
set;
}
[Serialize(0, false)]
public int HudPriority
{
get;
private set;
}
private bool shouldMuffleLooping;

View File

@@ -1,3 +1,49 @@
---------------------------------------------------------------------------------------------------------
v0.8.9.9
---------------------------------------------------------------------------------------------------------
Additions and changes:
- New control scheme: items are selected by left clicking, deselected with right click or esc, and held
items are used on devices by pressing E (e.g. when rewiring with a screwdriver or repairing something
with a wrench). The new controls are somewhat experimental; the intention is to make them more intuitive
to new players. You can still switch back to the legacy control scheme from the game settings.
- Characters play Entrance of the Gladiators on the guitar when wearing a clown mask.
- Display a warning on the status monitor when docked to an outpost ("Docked to X, undock before attempting
to maneuver the submarine").
- Improvements to the line of sight effect. Prevents ugly-looking artifacts in spots where two wall pieces
meet.
- The server gives the "None" permissions to new clients, allowing server hosts to automatically give
specific permissions to all clients.
- Increased submarine masses to make it less easy for characters to push them around.
- Ping direction is shown on the sonar display when adjusting the direction slider even if directional ping
is not enabled.
- Tweaked charybdis' AI, attacks and animations.
Multiplayer fixes:
- Fixed characters retaining the last known inputs when a client disconnects, causing the character to
keep welding, honking a bike horn or whatever else they were doing until the server kills the character.
- More reliable throw StatusEffect (= grenade explosion) syncing. Fixes clients not seeing explosions
at their end.
- More reliable item wall attaching syncing.
- Servers don't attempt to send position updates for items that have no enabled physics body (e.g. attached
items). Fixes "received a position update for an item with no physics body" console errors when attaching
items to walls.
- Fixed spectate button staying visible when a round ends while a client is in the lobby.
- Fixed remote characters sliding slowly to the left in multiplayer.
Bugfixes:
- Fixed wire connections that have been done mid-round not working properly.
- Fixed crashing when attempting to speak as a monster in single player.
- Fixed linked subs not getting docked correctly when loading a saved game.
- Fixed turrets not working if they're placed inside the submarine.
- Fixed calyxanide not being usable in syringe guns.
- Emptying the "required items" field of an item in the sub editor now removes the item requirements (instead
of using the default ones).
- Fixed thorium rods not being usable in the reactor.
- Conditionals return a match when checking status tag inequality and the target has no status tags (e.g.
checking if a character doesn't have a StatusEffect with a "poison" tag returns true even if the character
has no active StatusEffects).
---------------------------------------------------------------------------------------------------------
v0.8.9.8
---------------------------------------------------------------------------------------------------------