(9253f5b70) Added libvlc.so to LinuxClient
This commit is contained in:
@@ -74,11 +74,14 @@
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<Character file="Content/Characters/Hammerhead/Hammerhead.xml" />
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<Outpost file="Content/Map/Outposts/Outpost.sub" />
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<Submarine file="Submarines/Orca.sub" />
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<Submarine file="Submarines/Berilia.sub" />
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<Submarine file="Submarines/Typhon.sub" />
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<Submarine file="Submarines/Selkie.sub" />
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<Submarine file="Submarines/Bunyip.sub" />
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<Submarine file="Submarines/Humpback.sub" />
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<Submarine file="Submarines/Dugong.sub" />
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<Submarine file="Submarines/Remora.sub" />
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<Submarine file="Submarines/RemoraDrone.sub" />
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<Submarine file="Submarines/Venture.sub" />
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<Text file="Content/Texts/EnglishVanilla.xml" />
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<UIStyle file="Content/UI/style.xml"/>
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@@ -3332,7 +3332,7 @@
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<CopyToOutputDirectory>Never</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Submarines\RemoraDrone.sub">
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<CopyToOutputDirectory>Never</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Submarines\Selkie.sub">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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@@ -224,7 +224,7 @@ namespace Barotrauma
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}
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//only humanoids can climb ladders
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if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
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if (character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
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{
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if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item &&
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currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
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@@ -234,7 +234,7 @@ namespace Barotrauma
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}
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var collider = character.AnimController.Collider;
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if (character.IsClimbing && !character.AnimController.InWater)
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if (character.IsClimbing)
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{
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Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
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bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
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@@ -278,12 +278,6 @@ namespace Barotrauma
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}
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else if (character.AnimController.InWater)
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{
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// If the character is underwater, we don't need the ladders anymore
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if (character.IsClimbing)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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character.SelectedConstruction = null;
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}
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if (Vector2.DistanceSquared(pos, currentPath.CurrentNode.SimPosition) < MathUtils.Pow(collider.radius * 3, 2))
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{
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currentPath.SkipToNextNode();
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@@ -293,35 +293,10 @@ namespace Barotrauma.Items.Components
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//steer closer if almost in range
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if (dist > Range)
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{
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Vector2 standPos = new Vector2(Math.Sign(-fromItemToLeak.X), Math.Sign(-fromItemToLeak.Y)) / 2;
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if (!character.AnimController.InWater)
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{
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if (leak.IsHorizontal)
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{
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standPos.X *= 2;
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standPos.Y = 0;
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}
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else
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{
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standPos.X = 0;
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}
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}
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if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
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{
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if (indoorSteering.CurrentPath != null && !indoorSteering.IsPathDirty && indoorSteering.CurrentPath.Unreachable)
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{
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Vector2 dir = Vector2.Normalize(standPos - character.WorldPosition);
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character.AIController.SteeringManager.SteeringManual(deltaTime, dir / 2);
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}
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else
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{
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character.AIController.SteeringManager.SteeringSeek(standPos);
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}
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}
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else
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{
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character.AIController.SteeringManager.SteeringSeek(standPos);
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}
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Vector2 standPos = leak.IsHorizontal ? new Vector2(Math.Sign(-fromItemToLeak.X), 0.0f) : new Vector2(0.0f, Math.Sign(-fromItemToLeak.Y) * 0.5f);
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standPos = leak.WorldPosition + standPos * Range;
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Vector2 dir = Vector2.Normalize(standPos - character.WorldPosition);
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character.AIController.SteeringManager.SteeringManual(deltaTime, dir / 2);
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}
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else
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{
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@@ -330,29 +305,30 @@ namespace Barotrauma.Items.Components
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// Too close -> steer away
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character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - leak.SimPosition) / 2);
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}
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else if (dist <= Range)
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{
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// In range
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character.AIController.SteeringManager.Reset();
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}
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else
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{
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return false;
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character.AIController.SteeringManager.Reset();
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}
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}
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sinTime += deltaTime;
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character.CursorPosition = leak.Position + VectorExtensions.Forward(Item.body.TransformedRotation + (float)Math.Sin(sinTime), dist);
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if (item.RequireAimToUse)
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{
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character.SetInput(InputType.Aim, false, true);
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}
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// Press the trigger only when the tool is approximately facing the target.
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var angle = VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak);
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if (angle < MathHelper.PiOver4)
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// If the character is climbing, ignore the check, because we cannot aim while climbing.
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if (VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
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{
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character.SetInput(InputType.Shoot, false, true);
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Use(deltaTime, character);
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}
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else
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{
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sinTime -= deltaTime * 2;
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}
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bool leakFixed = (leak.Open <= 0.0f || leak.Removed) &&
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(leak.ConnectedWall == null || leak.ConnectedWall.Sections.Average(s => s.damage) < 1);
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@@ -1,62 +1,3 @@
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---------------------------------------------------------------------------------------------------------
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v0.8.10.0
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---------------------------------------------------------------------------------------------------------
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Additions and changes:
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- Completely remade tutorials (separate tutorial for each job).
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- Added a door and hatch variants with integrated buttons.
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- New outpost graphics.
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- Added swarm behavior to crawlers.
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- Added a new mission where you have to kill a swarm of crawlers.
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- Numerous crew AI improvements.
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- Balanced item deterioration values.
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- Mineral sprites change when collected from the environment.
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- Added an option to disable directional voice chat.
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- Added automatic submarine repair option to the campaign.
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- Added "all" tab to the entity list in the submarine editor.
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- Hide the crew area, chat box and server buttons when operating a turret or searchlight.
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- Doors can be repaired with a wrench.
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- Some new lamp variants.
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- Display a progress bar when welding doors shut.
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- Items that don't give any materials when deconstructed cannot be deconstructed.
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- Added a console command that resets selected items and structures to prefab values ("resetselected").
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- Option to toggle structure drop shadows and edit the position of the shadow in the sub editor.
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- Minor physics optimizations.
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- Disable background music & ambience in the character editor.
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- More pronounced limping animation when a character's legs are injured.
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- The inventory slots next to the character portrait (ID card, uniform, etc) can be hidden.
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- Some new sound effects and background music.
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- All walls can be scaled in the submarine editor.
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- Structure damage is visualized when using debugdraw.
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- Improved font scaling on different resolutions.
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- Added Steam overlay support to Workshop.
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- Server list shows which servers have voice chat enabled.
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- Show a message box notifying respawning traitors that they're no longer a traitor.
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- Added a search bar to the store menu.
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- Added search bars to sub lists in campaign setup UI and sub editor.
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Bugfixes:
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- Don't allow rewiring and deattaching an item at the same time (happened when interacting with an item
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while holding both a screwdriver and a wrench).
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- Fixed bots being unable to complete almost any task in the multiplayer due to a bug that caused
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them to interpret the sub as another crew's submarine.
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- When spawning multiple monsters at the same time, spread them around a bit to prevent the players
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from getting attacked by a ball of overlapping crawlers.
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- Fixed huge lag spikes when a character tries to escape from an enemy but can't find a path away from it.
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- Fixed file transfer progress bars not being visible in the server lobby.
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- Fixed crashing when attempting to start a mission round with mission type set to None.
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- Fixed ElectricalDischarger electricity effect staying visible if the item breaks or the component
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is deactivated from outside (e.g. via a StatusEffect or the parent component).
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- Fixed specular maps being rendered on top of characters when outside the sub.
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- Fixed excessively bright lights around sonar flora and lava vents.
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- Fixes to item collider sizes.
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- Fixed inability to scroll through long texts in the sub editor's textboxes.
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- Fixed clients not being able to see other characters in spectator if they've died far away from the sub.
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- Fixed non-latin characters not being displayed correctly in Workshop item texts.
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- Don't prevent selecting items in the sub editor when the cursor is on a wire node, because it makes it
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very difficult (or impossible) to select small items in the wiring mode.
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- Fixed crashing when attempting to use the "spawnitem" command when a round is not running.
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---------------------------------------------------------------------------------------------------------
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v0.8.9.10
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---------------------------------------------------------------------------------------------------------
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