(6e2d03d7f) Changelog update
This commit is contained in:
@@ -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)
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user