Unstable 0.17.0.0

This commit is contained in:
Markus Isberg
2022-02-26 02:43:01 +09:00
parent a83f375681
commit 3974067915
913 changed files with 32472 additions and 32364 deletions
@@ -81,35 +81,35 @@ namespace Barotrauma.Items.Components
get { return connections; }
}
[Serialize(5000.0f, false, description: "The maximum distance the wire can extend (in pixels).")]
[Serialize(5000.0f, IsPropertySaveable.No, description: "The maximum distance the wire can extend (in pixels).")]
public float MaxLength
{
get;
set;
}
[Serialize(false, false, description: "If enabled, the wire will not be visible in connection panels outside the submarine editor.")]
[Serialize(false, IsPropertySaveable.No, description: "If enabled, the wire will not be visible in connection panels outside the submarine editor.")]
public bool HiddenInGame
{
get;
set;
}
[Editable, Serialize(false, true, "If enabled, this wire will be ignored by the \"Lock all default wires\" setting.", alwaysUseInstanceValues: true)]
[Editable, Serialize(false, IsPropertySaveable.Yes, "If enabled, this wire will be ignored by the \"Lock all default wires\" setting.", alwaysUseInstanceValues: true)]
public bool NoAutoLock
{
get;
set;
}
[Editable, Serialize(false, true, "If enabled, this wire will use the sprite depth instead of a constant depth.")]
[Editable, Serialize(false, IsPropertySaveable.Yes, "If enabled, this wire will use the sprite depth instead of a constant depth.")]
public bool UseSpriteDepth
{
get;
set;
}
public Wire(Item item, XElement element)
public Wire(Item item, ContentXElement element)
: base(item, element)
{
nodes = new List<Vector2>();
@@ -121,7 +121,7 @@ namespace Barotrauma.Items.Components
InitProjSpecific(element);
}
partial void InitProjSpecific(XElement element);
partial void InitProjSpecific(ContentXElement element);
public Connection OtherConnection(Connection connection)
{
@@ -785,7 +785,7 @@ namespace Barotrauma.Items.Components
UpdateSections();
}
public override void Load(XElement componentElement, bool usePrefabValues, IdRemap idRemap)
public override void Load(ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)
{
base.Load(componentElement, usePrefabValues, idRemap);