v0.3.5.1:
- fixed UI controls not working in launcher - fixed battery cells not reloading inside batteries - moloch spawns earlier in tutorial - fixed wrong updaterversion in launcher (caused the launcher to always show a warning)
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@@ -476,7 +476,7 @@ namespace Launcher2
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latestVersionFiles = UpdaterUtil.GetFileList(doc);
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filesToDownload = UpdaterUtil.GetRequiredFiles(doc);
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string updaterVersion = ToolBox.GetAttributeString(doc.Root, "updaterversion", "1.0");
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string updaterVersion = ToolBox.GetAttributeString(doc.Root, "updaterversion", "1.1");
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if (updaterVersion!=UpdaterUtil.Version)
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{
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ShowError("Warning", "The update may contain changes which can't be installed by the autoupdater. If you receive any error messages during the install, please download and install the update manually.");
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@@ -1250,10 +1250,13 @@
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="packages.config" />
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<None Include="Submarines\Aegir Mark II.sub" />
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<None Include="Submarines\Nehalennia.sub" />
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<None Include="Submarines\TutorialSub.sub" />
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<None Include="Submarines\Vellamo.sub" />
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Data\Saves\" />
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<Folder Include="Submarines\" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Farseer Physics Engine 3.5\Farseer Physics MonoGame.csproj">
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@@ -77,7 +77,7 @@
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<Sprite texture="weapons.png" sourcerect="0,58,88,20" depth ="0.5"/>
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<Body width="87" height="18"/>
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<Body width="87" height="18" density="30"/>
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<Holdable slots="RightHand+LeftHand" holdpos="0,-50" handle1="-10,0" handle2="10,0" aimable="false"/>
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@@ -105,7 +105,7 @@
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<Sprite texture="weapons.png" sourcerect="0,77,88,20" depth ="0.5"/>
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<Body width="87" height="18"/>
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<Body width="87" height="18" density="35"/>
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<Holdable slots="RightHand+LeftHand" holdpos="0,-50" handle1="-10,0" handle2="10,0" aimable="false"/>
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@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.3.4.2")]
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[assembly: AssemblyFileVersion("0.3.4.2")]
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[assembly: AssemblyVersion("0.3.5.1")]
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[assembly: AssemblyFileVersion("0.3.5.1")]
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@@ -80,7 +80,7 @@ namespace Barotrauma
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TitlePosition.X = Math.Min(TitlePosition.X, (float)GameMain.GraphicsWidth / 2.0f);
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}
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
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graphics.Clear(Color.Black);
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spriteBatch.Draw(backgroundTexture, CenterPosition, null, Color.White * Math.Min(state / 5.0f, 1.0f), 0.0f,
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@@ -104,7 +104,7 @@ namespace Barotrauma
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Hull.renderer.RenderBack(spriteBatch, renderTarget, 0.0f);
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}
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
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spriteBatch.Draw(titleTexture,
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TitlePosition, null,
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@@ -24,7 +24,7 @@ namespace Barotrauma
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public static bool WindowActive
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{
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get { return Instance != null && Instance.IsActive; }
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get { return Instance == null || Instance.IsActive; }
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}
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public static bool DebugDraw;
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@@ -276,7 +276,7 @@ namespace Barotrauma.Tutorials
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infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern.");
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while (Submarine.Loaded.WorldPosition.Y > 25000.0f)
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while (Submarine.Loaded.WorldPosition.Y > 29000.0f)
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{
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yield return CoroutineStatus.Running;
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}
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@@ -381,7 +381,7 @@ namespace Barotrauma.Tutorials
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if (!divingMaskSelected &&
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Character.Controlled.ClosestItem != null && Character.Controlled.ClosestItem.Name == "Diving Suit")
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{
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infoBox = CreateInfoFrame("The can only be one item in each inventory slot, so you need to take off "
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infoBox = CreateInfoFrame("There can only be one item in each inventory slot, so you need to take off "
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+"the jumpsuit if you wish to wear a diving suit.");
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divingMaskSelected = true;
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@@ -133,10 +133,10 @@ namespace Barotrauma.Items.Components
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//float gridRate = voltage;
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//if (gridRate>minVoltage)
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//{
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// ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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//}
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if (chargeRate > 0.0f)
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{
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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}
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//recharge
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//if (gridRate >= chargeRate)
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@@ -460,7 +460,7 @@ namespace Barotrauma
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//Game1.GameScreen.DrawMap(graphics, spriteBatch);
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spriteBatch.Begin();
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spriteBatch.Begin(0, BlendState.AlphaBlend);
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buttonsTab.Draw(spriteBatch);
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if (selectedTab>0) menuTabs[selectedTab].Draw(spriteBatch);
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@@ -1,3 +1,30 @@
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---------------------------------------------------------------------------------------------------------
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v0.3.5.1
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---------------------------------------------------------------------------------------------------------
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- fixed unclickable buttons/checkboxes in the launcher
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- fixed battery cells not reloading when placed inside a battery
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---------------------------------------------------------------------------------------------------------
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v0.3.5.0
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---------------------------------------------------------------------------------------------------------
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- items float and can be moved around by flowing water
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- wiring mode which makes wiring more convenient in the editor
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- networking bugfixes and improvements
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- changes to the logic that determines how far the monsters can see/hear the submarine from - now it's
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possible to evade some monsters by turning off noisy devices and/or stopping the submarine
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- invisible entities (items inside cabinets, hulls/gaps when they've been hidden) can't be highlighted
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or selected in the editor
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- fixed monster/item spawnpoints being placed in unreachable locations
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- relay and delay components
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- fixed lights not being positioned correctly on moving items
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- added a ''set_color'' connection to light components
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- ladders outside the sub can be climbed
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- changes to drowning/suffocation logic: amount of oxygen drops at a fixed rate instead of effects
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"stacking" (e.g. when wearing a diving suit with no oxygen tank in a room with low oxygen)
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- fixed projectiles not colliding with the submarine when shot from the outside
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---------------------------------------------------------------------------------------------------------
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v0.3.4.2
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---------------------------------------------------------------------------------------------------------
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