diff --git a/Launcher2/LauncherMain.cs b/Launcher2/LauncherMain.cs index c5a86e215..9837eed6e 100644 --- a/Launcher2/LauncherMain.cs +++ b/Launcher2/LauncherMain.cs @@ -476,7 +476,7 @@ namespace Launcher2 latestVersionFiles = UpdaterUtil.GetFileList(doc); filesToDownload = UpdaterUtil.GetRequiredFiles(doc); - string updaterVersion = ToolBox.GetAttributeString(doc.Root, "updaterversion", "1.0"); + string updaterVersion = ToolBox.GetAttributeString(doc.Root, "updaterversion", "1.1"); if (updaterVersion!=UpdaterUtil.Version) { 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."); diff --git a/Subsurface/Barotrauma.csproj b/Subsurface/Barotrauma.csproj index 7fde66839..e67fcd210 100644 --- a/Subsurface/Barotrauma.csproj +++ b/Subsurface/Barotrauma.csproj @@ -1250,10 +1250,13 @@ PreserveNewest + + + + - diff --git a/Subsurface/Content/Items/Weapons/railgun.xml b/Subsurface/Content/Items/Weapons/railgun.xml index b90e28e1f..401da541e 100644 --- a/Subsurface/Content/Items/Weapons/railgun.xml +++ b/Subsurface/Content/Items/Weapons/railgun.xml @@ -77,7 +77,7 @@ - + @@ -105,7 +105,7 @@ - + diff --git a/Subsurface/Properties/AssemblyInfo.cs b/Subsurface/Properties/AssemblyInfo.cs index 48d2df213..dbf4d45f5 100644 --- a/Subsurface/Properties/AssemblyInfo.cs +++ b/Subsurface/Properties/AssemblyInfo.cs @@ -31,5 +31,5 @@ using System.Runtime.InteropServices; // You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("0.3.4.2")] -[assembly: AssemblyFileVersion("0.3.4.2")] +[assembly: AssemblyVersion("0.3.5.1")] +[assembly: AssemblyFileVersion("0.3.5.1")] diff --git a/Subsurface/Source/GUI/TitleScreen.cs b/Subsurface/Source/GUI/TitleScreen.cs index 64df0902b..0be6371c9 100644 --- a/Subsurface/Source/GUI/TitleScreen.cs +++ b/Subsurface/Source/GUI/TitleScreen.cs @@ -80,7 +80,7 @@ namespace Barotrauma TitlePosition.X = Math.Min(TitlePosition.X, (float)GameMain.GraphicsWidth / 2.0f); } - spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied); + spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); graphics.Clear(Color.Black); spriteBatch.Draw(backgroundTexture, CenterPosition, null, Color.White * Math.Min(state / 5.0f, 1.0f), 0.0f, @@ -104,7 +104,7 @@ namespace Barotrauma Hull.renderer.RenderBack(spriteBatch, renderTarget, 0.0f); } - spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied); + spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); spriteBatch.Draw(titleTexture, TitlePosition, null, diff --git a/Subsurface/Source/GameMain.cs b/Subsurface/Source/GameMain.cs index b7bcbf4c9..f131838bb 100644 --- a/Subsurface/Source/GameMain.cs +++ b/Subsurface/Source/GameMain.cs @@ -24,7 +24,7 @@ namespace Barotrauma public static bool WindowActive { - get { return Instance != null && Instance.IsActive; } + get { return Instance == null || Instance.IsActive; } } public static bool DebugDraw; diff --git a/Subsurface/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs b/Subsurface/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs index d5373948f..24cd84a89 100644 --- a/Subsurface/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs +++ b/Subsurface/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs @@ -276,7 +276,7 @@ namespace Barotrauma.Tutorials infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern."); - while (Submarine.Loaded.WorldPosition.Y > 25000.0f) + while (Submarine.Loaded.WorldPosition.Y > 29000.0f) { yield return CoroutineStatus.Running; } @@ -381,7 +381,7 @@ namespace Barotrauma.Tutorials if (!divingMaskSelected && Character.Controlled.ClosestItem != null && Character.Controlled.ClosestItem.Name == "Diving Suit") { - infoBox = CreateInfoFrame("The can only be one item in each inventory slot, so you need to take off " + infoBox = CreateInfoFrame("There can only be one item in each inventory slot, so you need to take off " +"the jumpsuit if you wish to wear a diving suit."); divingMaskSelected = true; diff --git a/Subsurface/Source/Items/Components/Power/PowerContainer.cs b/Subsurface/Source/Items/Components/Power/PowerContainer.cs index d017e0972..474b97ba8 100644 --- a/Subsurface/Source/Items/Components/Power/PowerContainer.cs +++ b/Subsurface/Source/Items/Components/Power/PowerContainer.cs @@ -133,10 +133,10 @@ namespace Barotrauma.Items.Components //float gridRate = voltage; - //if (gridRate>minVoltage) - //{ - // ApplyStatusEffects(ActionType.OnActive, deltaTime, null); - //} + if (chargeRate > 0.0f) + { + ApplyStatusEffects(ActionType.OnActive, deltaTime, null); + } //recharge //if (gridRate >= chargeRate) diff --git a/Subsurface/Source/Screens/MainMenuScreen.cs b/Subsurface/Source/Screens/MainMenuScreen.cs index 94d87f5a0..2be24a4b7 100644 --- a/Subsurface/Source/Screens/MainMenuScreen.cs +++ b/Subsurface/Source/Screens/MainMenuScreen.cs @@ -460,7 +460,7 @@ namespace Barotrauma //Game1.GameScreen.DrawMap(graphics, spriteBatch); - spriteBatch.Begin(); + spriteBatch.Begin(0, BlendState.AlphaBlend); buttonsTab.Draw(spriteBatch); if (selectedTab>0) menuTabs[selectedTab].Draw(spriteBatch); diff --git a/Subsurface/Submarines/Aegir Mark II.sub b/Subsurface/Submarines/Aegir Mark II.sub index 1ecc326cb..aafc1ea60 100644 Binary files a/Subsurface/Submarines/Aegir Mark II.sub and b/Subsurface/Submarines/Aegir Mark II.sub differ diff --git a/Subsurface/changelog.txt b/Subsurface/changelog.txt index e700c7fbd..8fa2ef25c 100644 --- a/Subsurface/changelog.txt +++ b/Subsurface/changelog.txt @@ -1,3 +1,30 @@ +--------------------------------------------------------------------------------------------------------- +v0.3.5.1 +--------------------------------------------------------------------------------------------------------- + +- fixed unclickable buttons/checkboxes in the launcher +- fixed battery cells not reloading when placed inside a battery + +--------------------------------------------------------------------------------------------------------- +v0.3.5.0 +--------------------------------------------------------------------------------------------------------- + +- items float and can be moved around by flowing water +- wiring mode which makes wiring more convenient in the editor +- networking bugfixes and improvements +- changes to the logic that determines how far the monsters can see/hear the submarine from - now it's +possible to evade some monsters by turning off noisy devices and/or stopping the submarine +- invisible entities (items inside cabinets, hulls/gaps when they've been hidden) can't be highlighted +or selected in the editor +- fixed monster/item spawnpoints being placed in unreachable locations +- relay and delay components +- fixed lights not being positioned correctly on moving items +- added a ''set_color'' connection to light components +- ladders outside the sub can be climbed +- changes to drowning/suffocation logic: amount of oxygen drops at a fixed rate instead of effects +"stacking" (e.g. when wearing a diving suit with no oxygen tank in a room with low oxygen) +- fixed projectiles not colliding with the submarine when shot from the outside + --------------------------------------------------------------------------------------------------------- v0.3.4.2 --------------------------------------------------------------------------------------------------------- diff --git a/Subsurface_Solution.v12.suo b/Subsurface_Solution.v12.suo index 3adf1117e..8ae8f4da7 100644 Binary files a/Subsurface_Solution.v12.suo and b/Subsurface_Solution.v12.suo differ