Merge remote-tracking branch 'refs/remotes/origin/dev'

# Conflicts:
#	Barotrauma/BarotraumaClient/LinuxClient.csproj
#	Barotrauma/BarotraumaClient/MacClient.csproj
#	Barotrauma/BarotraumaClient/WindowsClient.csproj
#	Barotrauma/BarotraumaServer/LinuxServer.csproj
#	Barotrauma/BarotraumaServer/MacServer.csproj
#	Barotrauma/BarotraumaServer/WindowsServer.csproj
#	Barotrauma/BarotraumaShared/changelog.txt
This commit is contained in:
Markus Isberg
2024-05-02 17:03:22 +03:00
18 changed files with 214 additions and 149 deletions

View File

@@ -806,12 +806,18 @@ namespace Barotrauma
{
if (order.Identifier == Tags.DeconstructThis)
{
Item.DeconstructItems.Add(item);
foreach (var stackedItem in item.GetStackedItems())
{
Item.DeconstructItems.Add(stackedItem);
}
HintManager.OnItemMarkedForDeconstruction(order.OrderGiver);
}
else
{
Item.DeconstructItems.Remove(item);
foreach (var stackedItem in item.GetStackedItems())
{
Item.DeconstructItems.Remove(stackedItem);
}
}
}
}
@@ -820,8 +826,19 @@ namespace Barotrauma
WallSection ws = null;
if (order.TargetType == Order.OrderTargetType.Entity && order.TargetEntity is IIgnorable ignorable)
{
ignorable.OrderedToBeIgnored = order.Identifier == Tags.IgnoreThis;
AddOrder(order.Clone(), null);
if (ignorable is Item item)
{
foreach (var stackedItem in item.GetStackedItems())
{
stackedItem.OrderedToBeIgnored = order.Identifier == Tags.IgnoreThis;
AddOrder(order.Clone().WithTargetEntity(stackedItem), fadeOutTime: null);
}
}
else
{
ignorable.OrderedToBeIgnored = order.Identifier == Tags.IgnoreThis;
AddOrder(order.Clone(), fadeOutTime: null);
}
}
else if (order.TargetType == Order.OrderTargetType.WallSection && order.TargetEntity is Structure s)
{
@@ -830,7 +847,7 @@ namespace Barotrauma
if (ws != null)
{
ws.OrderedToBeIgnored = order.Identifier == Tags.IgnoreThis;
AddOrder(order.WithWallSection(s, wallSectionIndex), null);
AddOrder(order.WithWallSection(s, wallSectionIndex), fadeOutTime: null);
}
}
else
@@ -841,9 +858,9 @@ namespace Barotrauma
{
hull = Hull.FindHull(ws.WorldPosition);
}
else if (order.TargetEntity is Item i)
else if (order.TargetEntity is Item item)
{
hull = i.CurrentHull;
hull = item.CurrentHull;
}
else if (order.TargetEntity is ISpatialEntity se)
{
@@ -1238,7 +1255,7 @@ namespace Barotrauma
if (GUI.DisableHUD) { return; }
if (CoroutineManager.IsCoroutineRunning("LevelTransition") || CoroutineManager.IsCoroutineRunning("SubmarineTransition")) { return; }
commandFrame?.AddToGUIUpdateList();
commandFrame?.AddToGUIUpdateList(order: 1);
if (GUI.DisableUpperHUD) { return; }
@@ -1977,8 +1994,6 @@ namespace Barotrauma
{
if (commandFrame != null) { DisableCommandUI(); }
CharacterHealth.OpenHealthWindow = null;
// Character context works differently to others as we still use the "basic" command interface,
// but the order will be automatically assigned to this character
isContextual = forceContextual;

View File

@@ -720,9 +720,16 @@ namespace Barotrauma
if (errorMsgs.Any())
{
GUIMessageBox msgBox = new GUIMessageBox(TextManager.Get("Warning"), string.Join("\n\n", errorMsgs), new Vector2(0.25f, 0.0f), new Point(400, 200));
GUIMessageBox msgBox = new GUIMessageBox(TextManager.Get("Warning"), string.Empty, new Vector2(0.25f, 0.0f), minSize: new Point(GUI.IntScale(650), GUI.IntScale(650)));
if (warnings.Any())
{
var textListBox = new GUIListBox(new RectTransform(new Vector2(1.0f, 0.75f), msgBox.Content.RectTransform));
var text = new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), textListBox.Content.RectTransform), string.Join("\n\n", errorMsgs), wrap: true)
{
CanBeFocused = false
};
text.RectTransform.MinSize = new Point(0, (int)text.TextSize.Y);
Point size = msgBox.RectTransform.NonScaledSize;
GUITickBox suppress = new GUITickBox(new RectTransform(new Vector2(1f, 0.33f), msgBox.Content.RectTransform), TextManager.Get("editor.suppresswarnings"));
msgBox.RectTransform.NonScaledSize = new Point(size.X, size.Y + suppress.RectTransform.NonScaledSize.Y);
@@ -736,7 +743,6 @@ namespace Barotrauma
SubEditorScreen.SuppressedWarnings.Add(warning);
}
}
return true;
};
}

View File

@@ -1815,6 +1815,7 @@ namespace Barotrauma
public void StoreServerFilters()
{
if (loadingServerFilters) { return; }
foreach (KeyValuePair<Identifier, GUITickBox> filterBox in filterTickBoxes)
{
ServerListFilters.Instance.SetAttribute(filterBox.Key, filterBox.Value.Selected.ToString());
@@ -1826,8 +1827,10 @@ namespace Barotrauma
GameSettings.SaveCurrentConfig();
}
private bool loadingServerFilters;
public void LoadServerFilters()
{
loadingServerFilters = true;
XDocument currentConfigDoc = XMLExtensions.TryLoadXml(GameSettings.PlayerConfigPath);
ServerListFilters.Init(currentConfigDoc.Root.GetChildElement("serverfilters"));
foreach (KeyValuePair<Identifier, GUITickBox> filterBox in filterTickBoxes)
@@ -1845,6 +1848,7 @@ namespace Barotrauma
var child = ternaryFilter.Value.ListBox.Content.GetChildByUserData(ternaryOption);
ternaryFilter.Value.Select(ternaryFilter.Value.ListBox.Content.GetChildIndex(child));
}
loadingServerFilters = false;
}
}

View File

@@ -868,12 +868,8 @@ namespace Barotrauma
string prefabTags = GetPrefabTags(it);
if (string.IsNullOrEmpty(text) || string.IsNullOrEmpty(prefabTags)) { return text; }
text = text.Remove(prefabTags);
if (text.StartsWith(","))
{
text = text.Remove(0, 1);
}
return text;
string[] splitTags = text.Split(',');
return string.Join(',', splitTags.Where(t => !it.Prefab.Tags.Contains(t)));
}
static string GetPrefabTags(Item it) => string.Join(',', it.Prefab.Tags);

View File

@@ -444,6 +444,7 @@ namespace Barotrauma
var modifiedLine = line;
while (font.MeasureString($"{modifiedLine}...").X > lineX)
{
if (modifiedLine.Length == 0) { break; }
modifiedLine = modifiedLine[..^1];
}
sb.AppendLine($"{modifiedLine}...");

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>1.4.5.0</Version>
<Version>1.4.6.0</Version>
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>1.4.5.0</Version>
<Version>1.4.6.0</Version>
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>1.4.5.0</Version>
<Version>1.4.6.0</Version>
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>1.4.5.0</Version>
<Version>1.4.6.0</Version>
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>1.4.5.0</Version>
<Version>1.4.6.0</Version>
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>

View File

@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>1.4.5.0</Version>
<Version>1.4.6.0</Version>
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>

View File

@@ -272,6 +272,7 @@ namespace Barotrauma
CumulativeMonsterStrengthRuins = 0;
CumulativeMonsterStrengthWrecks = 0;
CumulativeMonsterStrengthCaves = 0;
distanceTraveled = 0;
}
public void ActivateEvent(Event newEvent)
@@ -726,14 +727,12 @@ namespace Barotrauma
private bool CanStartEventSet(EventSet eventSet)
{
ISpatialEntity refEntity = GetRefEntity();
float distFromStart = (float)Math.Sqrt(MathUtils.LineSegmentToPointDistanceSquared(level.StartExitPosition.ToPoint(), level.StartPosition.ToPoint(), refEntity.WorldPosition.ToPoint()));
float distFromEnd = (float)Math.Sqrt(MathUtils.LineSegmentToPointDistanceSquared(level.EndExitPosition.ToPoint(), level.EndPosition.ToPoint(), refEntity.WorldPosition.ToPoint()));
if (!eventSet.AllowAtStart)
{
if (distFromStart * Physics.DisplayToRealWorldRatio < 50.0f ||
distFromEnd * Physics.DisplayToRealWorldRatio < 50.0f)
ISpatialEntity refEntity = GetRefEntity();
float distFromStart = (float)Math.Sqrt(MathUtils.LineSegmentToPointDistanceSquared(level.StartExitPosition.ToPoint(), level.StartPosition.ToPoint(), refEntity.WorldPosition.ToPoint()));
float distFromEnd = (float)Math.Sqrt(MathUtils.LineSegmentToPointDistanceSquared(level.EndExitPosition.ToPoint(), level.EndPosition.ToPoint(), refEntity.WorldPosition.ToPoint()));
if (distFromStart * Physics.DisplayToRealWorldRatio < 50.0f || distFromEnd * Physics.DisplayToRealWorldRatio < 50.0f)
{
return false;
}

View File

@@ -182,7 +182,6 @@ namespace Barotrauma.Items.Components
if (source == null || target == null || target.Removed ||
source is Entity { Removed: true } ||
source is Limb { Removed: true } ||
user is null ||
user is { Removed: true })
{
ResetSource();
@@ -312,82 +311,87 @@ namespace Barotrauma.Items.Components
{
targetMass = float.MaxValue;
}
if (!snapped)
// Currently can only apply pull forces to the source, when it's a character, not e.g. when the item would be auto-operated by an AI. Might have to change this.
if (user != null)
{
user.AnimController.HoldToRope();
if (targetCharacter != null)
if (!snapped)
{
targetCharacter.AnimController.DragWithRope();
}
if (user.InWater)
{
user.AnimController.HangWithRope();
}
}
if (Math.Abs(SourcePullForce) > 0.001f && targetMass > TargetMinMass)
{
// This should be the main collider.
var sourceBody = GetBodyToPull(source);
if (sourceBody != null)
{
isReelingIn = user.InWater && user.IsRagdolled || !user.InWater && targetCharacter is { IsIncapacitated: false };
if (isReelingIn)
user.AnimController.HoldToRope();
if (targetCharacter != null)
{
float pullForce = SourcePullForce;
if (!user.InWater)
targetCharacter.AnimController.DragWithRope();
}
if (user.InWater)
{
user.AnimController.HangWithRope();
}
}
if (Math.Abs(SourcePullForce) > 0.001f && targetMass > TargetMinMass)
{
// This should be the main collider.
var sourceBody = GetBodyToPull(source);
if (sourceBody != null)
{
isReelingIn = user.InWater && user.IsRagdolled || !user.InWater && targetCharacter is { IsIncapacitated: false };
if (isReelingIn)
{
// Apply a tiny amount to the character holding the rope, so that the connection "feels" more real.
pullForce *= 0.1f;
}
float lengthFactor = MathUtils.InverseLerp(0, MaxLength / 2, currentRopeLength);
float force = LerpForces ? MathHelper.Lerp(0, pullForce, lengthFactor) : pullForce;
sourceBody.ApplyForce(forceDir * force);
// Take the target velocity into account.
PhysicsBody targetBody = GetBodyToPull(target);
if (targetBody != null)
{
if (targetCharacter != null)
float pullForce = SourcePullForce;
if (!user.InWater)
{
if (targetBody.LinearVelocity != Vector2.Zero && sourceBody.LinearVelocity != Vector2.Zero)
// Apply a tiny amount to the character holding the rope, so that the connection "feels" more real.
pullForce *= 0.1f;
}
float lengthFactor = MathUtils.InverseLerp(0, MaxLength / 2, currentRopeLength);
float force = LerpForces ? MathHelper.Lerp(0, pullForce, lengthFactor) : pullForce;
sourceBody.ApplyForce(forceDir * force);
// Take the target velocity into account.
PhysicsBody targetBody = GetBodyToPull(target);
if (targetBody != null)
{
if (targetCharacter != null)
{
Vector2 targetDir = Vector2.Normalize(targetBody.LinearVelocity);
float movementDot = Vector2.Dot(Vector2.Normalize(sourceBody.LinearVelocity), targetDir);
if (movementDot < 0)
if (targetBody.LinearVelocity != Vector2.Zero && sourceBody.LinearVelocity != Vector2.Zero)
{
// Pushing to a different dir -> add some counter force
const float multiplier = 5;
float inverseLengthFactor = MathHelper.Lerp(1, 0, lengthFactor);
sourceBody.ApplyForce(targetBody.LinearVelocity * Math.Min(targetBody.Mass * multiplier, 250) * sourceBody.Mass * -movementDot * inverseLengthFactor);
}
float forceDot = Vector2.Dot(forceDir, targetDir);
if (forceDot > 0)
{
// Pulling to the same dir -> add extra force
float targetSpeed = targetBody.LinearVelocity.Length();
const float multiplier = 25;
sourceBody.ApplyForce(forceDir * targetSpeed * sourceBody.Mass * multiplier * forceDot * lengthFactor);
}
float colliderMainLimbDistance = Vector2.Distance(sourceBody.SimPosition, user.AnimController.MainLimb.SimPosition);
const float minDist = 1;
const float maxDist = 10;
if (colliderMainLimbDistance > minDist)
{
// Move the ragdoll closer to the collider, if it's too far (the correction force in HumanAnimController is not enough -> the ragdoll would lag behind and get teleported).
float correctionForce = MathHelper.Lerp(10.0f, NetConfig.MaxPhysicsBodyVelocity, MathUtils.InverseLerp(minDist, maxDist, colliderMainLimbDistance));
Vector2 targetPos = sourceBody.SimPosition + new Vector2((float)Math.Sin(-sourceBody.Rotation), (float)Math.Cos(-sourceBody.Rotation)) * 0.4f;
user.AnimController.MainLimb.MoveToPos(targetPos, correctionForce);
Vector2 targetDir = Vector2.Normalize(targetBody.LinearVelocity);
float movementDot = Vector2.Dot(Vector2.Normalize(sourceBody.LinearVelocity), targetDir);
if (movementDot < 0)
{
// Pushing to a different dir -> add some counter force
const float multiplier = 5;
float inverseLengthFactor = MathHelper.Lerp(1, 0, lengthFactor);
sourceBody.ApplyForce(targetBody.LinearVelocity * Math.Min(targetBody.Mass * multiplier, 250) * sourceBody.Mass * -movementDot * inverseLengthFactor);
}
float forceDot = Vector2.Dot(forceDir, targetDir);
if (forceDot > 0)
{
// Pulling to the same dir -> add extra force
float targetSpeed = targetBody.LinearVelocity.Length();
const float multiplier = 25;
sourceBody.ApplyForce(forceDir * targetSpeed * sourceBody.Mass * multiplier * forceDot * lengthFactor);
}
float colliderMainLimbDistance = Vector2.Distance(sourceBody.SimPosition, user.AnimController.MainLimb.SimPosition);
const float minDist = 1;
const float maxDist = 10;
if (colliderMainLimbDistance > minDist)
{
// Move the ragdoll closer to the collider, if it's too far (the correction force in HumanAnimController is not enough -> the ragdoll would lag behind and get teleported).
float correctionForce = MathHelper.Lerp(10.0f, NetConfig.MaxPhysicsBodyVelocity, MathUtils.InverseLerp(minDist, maxDist, colliderMainLimbDistance));
Vector2 targetPos = sourceBody.SimPosition + new Vector2((float)Math.Sin(-sourceBody.Rotation), (float)Math.Cos(-sourceBody.Rotation)) * 0.4f;
user.AnimController.MainLimb.MoveToPos(targetPos, correctionForce);
}
}
}
}
else
{
sourceBody.ApplyForce(targetBody.LinearVelocity * sourceBody.Mass);
else
{
sourceBody.ApplyForce(targetBody.LinearVelocity * sourceBody.Mass);
}
}
}
}
}
}
if (Math.Abs(TargetPullForce) > 0.001f && !user.IsRagdolled)
if (Math.Abs(TargetPullForce) > 0.001f && user is not { IsRagdolled: true})
{
PhysicsBody targetBody = GetBodyToPull(target);
if (targetBody == null) { return; }

View File

@@ -3452,6 +3452,30 @@ namespace Barotrauma
}
}
/// <summary>
/// Returns this item and all the other items in the stack (either in the same inventory slot, or the same dropped stack).
/// </summary>
/// <returns></returns>
public IEnumerable<Item> GetStackedItems()
{
yield return this;
foreach (var stackedItem in DroppedStack)
{
if (stackedItem == this) { continue; }
yield return stackedItem;
}
if (ParentInventory != null)
{
int slotIndex = ParentInventory.FindIndex(this);
foreach (var stackedItem in ParentInventory.GetItemsAt(slotIndex))
{
if (stackedItem == this) { continue; }
yield return stackedItem;
}
}
}
public void Equip(Character character)
{
if (Removed)

View File

@@ -1,4 +1,20 @@
-------------------------------------------------------------------------------------------------------------------------------------------------
v1.4.6.0
-------------------------------------------------------------------------------------------------------------------------------------------------
- Fixed monsters sometimes spawning immediately after the round starts (Often happened between levels, when there was no outpost between them).
- The 'Art of Submarine Warfare' book granted by the 'War Stories' talent is now a separate item and the original book has been reverted to its original state.
- Fixed Thalamus' fleshgun ropes not being able to stick to a submarine anymore.
- Fixed Thalamus' flesh spike crashing the game in the multiplayer game mode.
- Added a scrollbar to the submarine warning list. Fixes the list not fitting on the screen, when there were multiple, long errors.
- Fixed sever list filters not saving properly.
- Fixed marking a stack of items to be ignored or deconstructed only taking into account the first item of the stack, instead applying to all items of the stack.
- Removed duplicate localization lines that caused old versions of text to show up in some places.
- Fixes to the Chinese localization.
- Fixed the inability to edit tags that contained the same word as one of the predefined tags.
- Fixed a crash on opening the contextual order menu for an item of another character's inventory while the health interface is open.
- Fixed a crash when editing and resizing the circuit box label texts.
-------------------------------------------------------------------------------------------------------------------------------------------------
v1.4.5.0
-------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -194,8 +194,8 @@ public static class SteamPipeAssistant
new SingleItem("contentroot", Path.GetFullPath(Deployables.ResultPath)),
new SingleItem("setlive", appId switch
{
ClientAppId => "refactor_our_souls",
ServerAppId => "refactor_our_souls",
ClientAppId => "experimental",
ServerAppId => "development",
_ => throw new InvalidOperationException()
}),
new SingleItem("preview", "0"),

View File

@@ -1,28 +1,28 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<RootNamespace>Barotrauma</RootNamespace>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
<DebugType>full</DebugType>
<WarningsAsErrors>;NU1605;CS0114;CS0108;CS8597;CS8600;CS8601;CS8602;CS8603;CS8604;CS8605;CS8606;CS8607;CS8608;CS8609;CS8610;CS8611;CS8612;CS8613;CS8614;CS8615;CS8616;CS8617;CS8618;CS8619;CS8620;CS8621;CS8622;CS8624;CS8625;CS8626;CS8629;CS8631;CS8632;CS8633;CS8634;CS8638;CS8643;CS8644;CS8645;CS8653;CS8654;CS8655;CS8667;CS8669;CS8670;CS8714;CS8717;CS8765</WarningsAsErrors>
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
<PlatformTarget>x64</PlatformTarget>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
<DebugType>full</DebugType>
<WarningsAsErrors>;NU1605;CS0114;CS0108;CS8597;CS8600;CS8601;CS8602;CS8603;CS8604;CS8605;CS8606;CS8607;CS8608;CS8609;CS8610;CS8611;CS8612;CS8613;CS8614;CS8615;CS8616;CS8617;CS8618;CS8619;CS8620;CS8621;CS8622;CS8624;CS8625;CS8626;CS8629;CS8631;CS8632;CS8633;CS8634;CS8638;CS8643;CS8644;CS8645;CS8653;CS8654;CS8655;CS8667;CS8669;CS8670;CS8714;CS8717;CS8765</WarningsAsErrors>
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
<PlatformTarget>x64</PlatformTarget>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\XNATypes\XNATypes.csproj" />
</ItemGroup>
</Project>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<RootNamespace>Barotrauma</RootNamespace>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
<DebugType>full</DebugType>
<WarningsAsErrors>;NU1605;CS0114;CS0108;CS8597;CS8600;CS8601;CS8602;CS8603;CS8604;CS8605;CS8606;CS8607;CS8608;CS8609;CS8610;CS8611;CS8612;CS8613;CS8614;CS8615;CS8616;CS8617;CS8618;CS8619;CS8620;CS8621;CS8622;CS8624;CS8625;CS8626;CS8629;CS8631;CS8632;CS8633;CS8634;CS8638;CS8643;CS8644;CS8645;CS8653;CS8654;CS8655;CS8667;CS8669;CS8670;CS8714;CS8717;CS8765</WarningsAsErrors>
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
<PlatformTarget>x64</PlatformTarget>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
<DebugType>full</DebugType>
<WarningsAsErrors>;NU1605;CS0114;CS0108;CS8597;CS8600;CS8601;CS8602;CS8603;CS8604;CS8605;CS8606;CS8607;CS8608;CS8609;CS8610;CS8611;CS8612;CS8613;CS8614;CS8615;CS8616;CS8617;CS8618;CS8619;CS8620;CS8621;CS8622;CS8624;CS8625;CS8626;CS8629;CS8631;CS8632;CS8633;CS8634;CS8638;CS8643;CS8644;CS8645;CS8653;CS8654;CS8655;CS8667;CS8669;CS8670;CS8714;CS8717;CS8765</WarningsAsErrors>
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
<PlatformTarget>x64</PlatformTarget>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\XNATypes\XNATypes.csproj" />
</ItemGroup>
</Project>

View File

@@ -1,26 +1,26 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
<RootNamespace>Barotrauma</RootNamespace>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
<WarningsAsErrors>;NU1605;CS0114;CS0108;CS8597;CS8600;CS8601;CS8602;CS8603;CS8604;CS8605;CS8606;CS8607;CS8608;CS8609;CS8610;CS8611;CS8612;CS8613;CS8614;CS8615;CS8616;CS8617;CS8618;CS8619;CS8620;CS8621;CS8622;CS8624;CS8625;CS8626;CS8629;CS8631;CS8632;CS8633;CS8634;CS8638;CS8643;CS8644;CS8645;CS8653;CS8654;CS8655;CS8667;CS8669;CS8670;CS8714;CS8717;CS8765</WarningsAsErrors>
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
<PlatformTarget>x64</PlatformTarget>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
<WarningsAsErrors>;NU1605;CS0114;CS0108;CS8597;CS8600;CS8601;CS8602;CS8603;CS8604;CS8605;CS8606;CS8607;CS8608;CS8609;CS8610;CS8611;CS8612;CS8613;CS8614;CS8615;CS8616;CS8617;CS8618;CS8619;CS8620;CS8621;CS8622;CS8624;CS8625;CS8626;CS8629;CS8631;CS8632;CS8633;CS8634;CS8638;CS8643;CS8644;CS8645;CS8653;CS8654;CS8655;CS8667;CS8669;CS8670;CS8714;CS8717;CS8765</WarningsAsErrors>
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
<PlatformTarget>x64</PlatformTarget>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\BarotraumaCore\BarotraumaCore.csproj"/>
</ItemGroup>
</Project>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
<RootNamespace>Barotrauma</RootNamespace>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
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