4fb2439...4d2bcb1
commit 4d2bcb1ad79f552c5c79a6b93a483c0410cf8531 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Mar 21 20:39:14 2019 +0200 Changelog additions commit 5339b414bef868639641e5a92697d1eea4de9f5c Merge: e07db1ab1 69a6cdb6a Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Mar 21 20:17:01 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev commit e07db1ab1d4c2627a74b1318822b79fcfd69e072 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Mar 21 20:16:44 2019 +0200 Fixed dedicated server crashing when typing in more text than can fit on one line. Closes #1321 commit 69a6cdb6a7d1b8f2f2e819145ced9ae4fcc38f28 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Mar 21 16:46:32 2019 +0200 Made crafting materials combinable
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@@ -81,11 +81,12 @@ namespace Barotrauma
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//dequeue messages
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lock (queuedMessages)
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{
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if (queuedMessages.Count>0)
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if (queuedMessages.Count > 0)
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{
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int inputLines = Math.Max((int)Math.Ceiling(input.Length / (float)Console.WindowWidth), 1);
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Console.CursorLeft = 0;
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Console.Write(new string(' ', consoleWidth));
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Console.CursorTop--; Console.CursorLeft = 0;
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Console.CursorTop -= inputLines; Console.CursorLeft = 0;
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while (queuedMessages.Count > 0)
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{
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ColoredText msg = queuedMessages.Dequeue();
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@@ -177,11 +178,11 @@ namespace Barotrauma
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private static void RewriteInputToCommandLine(string input)
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{
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Console.WriteLine(""); Console.CursorTop--;
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int consoleWidth = Console.WindowWidth;
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if (consoleWidth < 5) consoleWidth = 5;
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int consoleHeight = Console.WindowHeight;
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if (consoleHeight < 5) consoleHeight = 5;
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int consoleWidth = Math.Max(Console.WindowWidth, 5);
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int inputLines = Math.Max((int)Math.Ceiling(input.Length / (float)consoleWidth), 1);
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int cursorLine = Math.Max((int)Math.Ceiling((input.Length + 1) / (float)consoleWidth), 1);
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Console.WriteLine(""); Console.CursorTop -= inputLines;
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string ln = input.Length > 0 ? AutoComplete(input, 0) : "";
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ln += new string(' ', consoleWidth - (ln.Length % consoleWidth));
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@@ -190,9 +191,9 @@ namespace Barotrauma
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Console.Write(ln);
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Console.ForegroundColor = ConsoleColor.White;
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Console.CursorLeft = 0;
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Console.CursorTop--;
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Console.CursorTop -= cursorLine;
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Console.Write(input);
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Console.CursorLeft = input.Length;
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Console.CursorLeft = input.Length % Console.WindowWidth;
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}
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private static void AssignOnClientRequestExecute(string names, Action<Client, Vector2, string[]> onClientRequestExecute)
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@@ -1,3 +1,46 @@
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---------------------------------------------------------------------------------------------------------
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v0.8.9.7
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---------------------------------------------------------------------------------------------------------
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Additions and changes:
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- The fission rate gauge on the reactor now visualizes the amount of fuel available.
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- Doors and hatches can now also be repaired with wrenches.
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- Changed default StatusEffect conditional comparison type back to OR.
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- Clients communicate syncing errors to the server, and the server logs a more descriptive error about
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what went wrong. Should make it easier to diagnose disconnection issues from now on.
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- Ending a multiplayer campaign round by talking to watchman doesn't require any special permissions.
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- Added a button for resetting an entity's properties to the default values to the sub editor.
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- Updated handheld sonar UI graphics.
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Bugfixes:
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- Fixed non-radio chat/VOIP having an unlimited distance.
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- Fixed a networking bug that caused the server to send item state changes to the clients before sending
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a message about the item being spawned. For example, spawning any item with a LightComponent would always
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cause clients to get disconnected.
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- Changes to the way the clients are put in sync with the server when joining mid-round. Should make it
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less likely for clients to get disconnected immediately after starting a round.
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- StatusEffects only apply non-limb-specific afflictions to one limb even if targeting the whole character.
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Fixes drugs like fentanyl and morphine being way too harmful due to the oxygen loss affliction being
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applied once per every limb.
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- Fixed TargetItemComponentName not working in StatusEffect conditionals (making it impossible to create
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conditionals that target a specific component of an item).
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- Made all of the new medical items combinable and usable in a syringe gun (assuming the drug is in a syringe).
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- Fixed inability to throw anything in the multiplayer.
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- Fixed multiplayer campaign setup UI showing the client's subs instead of the server's.
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- Fixed campaign view button overlapping with the "ready to start" tickbox in the server lobby.
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- Fixed sub/mode voting not being enabled when changing the setting after the server has been started.
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- Fixed character inventories occasionally being saved incorrectly in the multiplayer campaign when an
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- Fixed flares not activating by left clicking.
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- Fixed affliction icons flickering rapidly in the health interface and above the health bar if their
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strength is fluctuating around the threshold where the icon becomes visible.
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- Fixed dedicated server crashing when typing in more text than can fit on one line.
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- Fixed enemies "fleeing" after they have been shot. There was a steering issue when they targeted characters
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inside the sub while being outside.
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- Fixed Hammerhead attack causing warping.
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- Fixed incorrect submarine and level seed in server logs when playing campaign mode.
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- Hide the start button from the campaign UI if the client doesn't have the permission to manage
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the campaign or rounds.
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---------------------------------------------------------------------------------------------------------
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v0.8.9.6
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---------------------------------------------------------------------------------------------------------
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