diff --git a/Barotrauma/BarotraumaClient/ClientSource/GameSession/CrewManager.cs b/Barotrauma/BarotraumaClient/ClientSource/GameSession/CrewManager.cs index 5f5862e60..68439bf0c 100644 --- a/Barotrauma/BarotraumaClient/ClientSource/GameSession/CrewManager.cs +++ b/Barotrauma/BarotraumaClient/ClientSource/GameSession/CrewManager.cs @@ -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; diff --git a/Barotrauma/BarotraumaClient/ClientSource/Map/Submarine.cs b/Barotrauma/BarotraumaClient/ClientSource/Map/Submarine.cs index 0b4494a0d..490077abb 100644 --- a/Barotrauma/BarotraumaClient/ClientSource/Map/Submarine.cs +++ b/Barotrauma/BarotraumaClient/ClientSource/Map/Submarine.cs @@ -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; }; } diff --git a/Barotrauma/BarotraumaClient/ClientSource/Screens/ServerListScreen/ServerListScreen.cs b/Barotrauma/BarotraumaClient/ClientSource/Screens/ServerListScreen/ServerListScreen.cs index 472a0292d..4b3ff25ff 100644 --- a/Barotrauma/BarotraumaClient/ClientSource/Screens/ServerListScreen/ServerListScreen.cs +++ b/Barotrauma/BarotraumaClient/ClientSource/Screens/ServerListScreen/ServerListScreen.cs @@ -1815,6 +1815,7 @@ namespace Barotrauma public void StoreServerFilters() { + if (loadingServerFilters) { return; } foreach (KeyValuePair 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 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; } } diff --git a/Barotrauma/BarotraumaClient/ClientSource/Serialization/SerializableEntityEditor.cs b/Barotrauma/BarotraumaClient/ClientSource/Serialization/SerializableEntityEditor.cs index 69298eef4..bede9e3c6 100644 --- a/Barotrauma/BarotraumaClient/ClientSource/Serialization/SerializableEntityEditor.cs +++ b/Barotrauma/BarotraumaClient/ClientSource/Serialization/SerializableEntityEditor.cs @@ -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); diff --git a/Barotrauma/BarotraumaClient/ClientSource/Utils/ToolBox.cs b/Barotrauma/BarotraumaClient/ClientSource/Utils/ToolBox.cs index c17369cd4..ed43fa312 100644 --- a/Barotrauma/BarotraumaClient/ClientSource/Utils/ToolBox.cs +++ b/Barotrauma/BarotraumaClient/ClientSource/Utils/ToolBox.cs @@ -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}..."); diff --git a/Barotrauma/BarotraumaClient/LinuxClient.csproj b/Barotrauma/BarotraumaClient/LinuxClient.csproj index 6ea4143e8..303aedb2f 100644 --- a/Barotrauma/BarotraumaClient/LinuxClient.csproj +++ b/Barotrauma/BarotraumaClient/LinuxClient.csproj @@ -6,7 +6,7 @@ Barotrauma FakeFish, Undertow Games Barotrauma - 1.4.5.0 + 1.4.6.0 Copyright © FakeFish 2018-2023 AnyCPU;x64 Barotrauma diff --git a/Barotrauma/BarotraumaClient/MacClient.csproj b/Barotrauma/BarotraumaClient/MacClient.csproj index 59da2fac7..bd6b38153 100644 --- a/Barotrauma/BarotraumaClient/MacClient.csproj +++ b/Barotrauma/BarotraumaClient/MacClient.csproj @@ -6,7 +6,7 @@ Barotrauma FakeFish, Undertow Games Barotrauma - 1.4.5.0 + 1.4.6.0 Copyright © FakeFish 2018-2023 AnyCPU;x64 Barotrauma diff --git a/Barotrauma/BarotraumaClient/WindowsClient.csproj b/Barotrauma/BarotraumaClient/WindowsClient.csproj index 9e2fe65fe..d3675cef9 100644 --- a/Barotrauma/BarotraumaClient/WindowsClient.csproj +++ b/Barotrauma/BarotraumaClient/WindowsClient.csproj @@ -6,7 +6,7 @@ Barotrauma FakeFish, Undertow Games Barotrauma - 1.4.5.0 + 1.4.6.0 Copyright © FakeFish 2018-2023 AnyCPU;x64 Barotrauma diff --git a/Barotrauma/BarotraumaServer/LinuxServer.csproj b/Barotrauma/BarotraumaServer/LinuxServer.csproj index 809a6caab..013e7d3db 100644 --- a/Barotrauma/BarotraumaServer/LinuxServer.csproj +++ b/Barotrauma/BarotraumaServer/LinuxServer.csproj @@ -6,7 +6,7 @@ Barotrauma FakeFish, Undertow Games Barotrauma Dedicated Server - 1.4.5.0 + 1.4.6.0 Copyright © FakeFish 2018-2023 AnyCPU;x64 DedicatedServer diff --git a/Barotrauma/BarotraumaServer/MacServer.csproj b/Barotrauma/BarotraumaServer/MacServer.csproj index 6924d9650..92f84c239 100644 --- a/Barotrauma/BarotraumaServer/MacServer.csproj +++ b/Barotrauma/BarotraumaServer/MacServer.csproj @@ -6,7 +6,7 @@ Barotrauma FakeFish, Undertow Games Barotrauma Dedicated Server - 1.4.5.0 + 1.4.6.0 Copyright © FakeFish 2018-2023 AnyCPU;x64 DedicatedServer diff --git a/Barotrauma/BarotraumaServer/WindowsServer.csproj b/Barotrauma/BarotraumaServer/WindowsServer.csproj index 42f6a43cb..6b8b6d61c 100644 --- a/Barotrauma/BarotraumaServer/WindowsServer.csproj +++ b/Barotrauma/BarotraumaServer/WindowsServer.csproj @@ -6,7 +6,7 @@ Barotrauma FakeFish, Undertow Games Barotrauma Dedicated Server - 1.4.5.0 + 1.4.6.0 Copyright © FakeFish 2018-2023 AnyCPU;x64 DedicatedServer diff --git a/Barotrauma/BarotraumaShared/SharedSource/Events/EventManager.cs b/Barotrauma/BarotraumaShared/SharedSource/Events/EventManager.cs index 183777f8b..556eb3474 100644 --- a/Barotrauma/BarotraumaShared/SharedSource/Events/EventManager.cs +++ b/Barotrauma/BarotraumaShared/SharedSource/Events/EventManager.cs @@ -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; } diff --git a/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Rope.cs b/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Rope.cs index 96b34c9f2..cd8e9150e 100644 --- a/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Rope.cs +++ b/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Rope.cs @@ -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; } diff --git a/Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs b/Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs index b28202141..b8fa59f5b 100644 --- a/Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs +++ b/Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs @@ -3452,6 +3452,30 @@ namespace Barotrauma } } + + /// + /// Returns this item and all the other items in the stack (either in the same inventory slot, or the same dropped stack). + /// + /// + public IEnumerable 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) diff --git a/Barotrauma/BarotraumaShared/changelog.txt b/Barotrauma/BarotraumaShared/changelog.txt index 18dfdfc4a..e0d8290f7 100644 --- a/Barotrauma/BarotraumaShared/changelog.txt +++ b/Barotrauma/BarotraumaShared/changelog.txt @@ -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 ------------------------------------------------------------------------------------------------------------------------------------------------- diff --git a/Deploy/DeployAll/SteamPipeAssistant.cs b/Deploy/DeployAll/SteamPipeAssistant.cs index 6e29dd98b..094a8e482 100644 --- a/Deploy/DeployAll/SteamPipeAssistant.cs +++ b/Deploy/DeployAll/SteamPipeAssistant.cs @@ -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"), diff --git a/Libraries/BarotraumaLibs/BarotraumaCore/BarotraumaCore.csproj b/Libraries/BarotraumaLibs/BarotraumaCore/BarotraumaCore.csproj index cb7dea18c..693263fbc 100644 --- a/Libraries/BarotraumaLibs/BarotraumaCore/BarotraumaCore.csproj +++ b/Libraries/BarotraumaLibs/BarotraumaCore/BarotraumaCore.csproj @@ -1,28 +1,28 @@ - - - - net6.0 - Barotrauma - disable - enable - - - - full - ;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 - true - x64 - - - - full - ;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 - true - x64 - - - - - - - + + + + net6.0 + Barotrauma + disable + enable + + + + full + ;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 + true + x64 + + + + full + ;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 + true + x64 + + + + + + + diff --git a/Libraries/BarotraumaLibs/EosInterface/EosInterface.csproj b/Libraries/BarotraumaLibs/EosInterface/EosInterface.csproj index dc10c5393..1acbecf34 100644 --- a/Libraries/BarotraumaLibs/EosInterface/EosInterface.csproj +++ b/Libraries/BarotraumaLibs/EosInterface/EosInterface.csproj @@ -1,26 +1,26 @@ - - - - net6.0 - disable - enable - Barotrauma - - - - ;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 - true - x64 - - - - ;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 - true - x64 - - - - - - - + + + + net6.0 + disable + enable + Barotrauma + + + + ;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 + true + x64 + + + + ;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 + true + x64 + + + + + + +