v0.5.0, updated subs + changelog

This commit is contained in:
Regalis
2016-08-13 21:36:24 +03:00
parent 0602bb6154
commit 3f804acd42
12 changed files with 88 additions and 70 deletions
@@ -11,7 +11,7 @@
<!-- head --> <!-- head -->
<limb id = "0" radius="230" height="500" type="Head" steerforce="1.0" flip="true" armorsector="0.0,180.0" armorvalue="100.0" impacttolerance="100"> <limb id = "0" radius="230" height="500" type="Head" steerforce="1.0" flip="true" armorsector="0.0,180.0" armorvalue="100.0" impacttolerance="100">
<sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="0,0,628,1024" depth="0.02" origin ="0.4,0.5"/> <sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="0,0,628,1024" depth="0.02" origin ="0.4,0.5"/>
<attack type="Hit" range="700" duration="0.2" damage="200" stun="5" force="400" damagetype="blunt" targetforce="100"/> <attack type="Hit" range="700" duration="0.2" damage="200" stun="5" force="300" damagetype="blunt" targetforce="100"/>
</limb> </limb>
<limb id = "1" width="50" height="440" flip="true"> <limb id = "1" width="50" height="440" flip="true">
+2 -2
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@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
// You can specify all the values or you can default the Build and Revision Numbers // You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below: // by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")] // [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.4.1.6")] [assembly: AssemblyVersion("0.5.0.0")]
[assembly: AssemblyFileVersion("0.4.1.6")] [assembly: AssemblyFileVersion("0.5.0.0")]
@@ -1,6 +1,7 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using System.Xml; using System.Xml;
@@ -210,7 +211,10 @@ namespace Barotrauma.Networking
private void LoadSettings() private void LoadSettings()
{ {
XDocument doc = null; XDocument doc = null;
if (File.Exists(SettingsFile))
{
doc = ToolBox.TryLoadXml(SettingsFile); doc = ToolBox.TryLoadXml(SettingsFile);
}
if (doc == null || doc.Root == null) if (doc == null || doc.Root == null)
{ {
@@ -379,7 +383,7 @@ namespace Barotrauma.Networking
respawnDurationSlider.ToolTip = minRespawnText.ToolTip; respawnDurationSlider.ToolTip = minRespawnText.ToolTip;
respawnDurationSlider.UserData = respawnDurationText; respawnDurationSlider.UserData = respawnDurationText;
respawnDurationSlider.Step = 0.1f; respawnDurationSlider.Step = 0.1f;
respawnDurationSlider.BarScroll = MinRespawnRatio; respawnDurationSlider.BarScroll = MaxTransportTime <= 0.0f ? 1.0f : (MaxTransportTime - 60.0f) / 600.0f;
respawnDurationSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) => respawnDurationSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
{ {
GUITextBlock txt = scrollBar.UserData as GUITextBlock; GUITextBlock txt = scrollBar.UserData as GUITextBlock;
@@ -397,7 +401,7 @@ namespace Barotrauma.Networking
return true; return true;
}; };
respawnDurationSlider.OnMoved(respawnDurationSlider, (MaxTransportTime - 60.0f)/600.0f); respawnDurationSlider.OnMoved(respawnDurationSlider, respawnDurationSlider.BarScroll);
y += 40; y += 40;
+16 -7
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@@ -403,6 +403,7 @@ namespace Barotrauma.Networking
ItemPrefab divingSuitPrefab = ItemPrefab.list.Find(ip => ip.Name == "Diving Suit") as ItemPrefab; ItemPrefab divingSuitPrefab = ItemPrefab.list.Find(ip => ip.Name == "Diving Suit") as ItemPrefab;
ItemPrefab oxyPrefab = ItemPrefab.list.Find(ip => ip.Name == "Oxygen Tank") as ItemPrefab; ItemPrefab oxyPrefab = ItemPrefab.list.Find(ip => ip.Name == "Oxygen Tank") as ItemPrefab;
ItemPrefab scooterPrefab = ItemPrefab.list.Find(ip => ip.Name == "Underwater Scooter") as ItemPrefab; ItemPrefab scooterPrefab = ItemPrefab.list.Find(ip => ip.Name == "Underwater Scooter") as ItemPrefab;
ItemPrefab batteryPrefab = ItemPrefab.list.Find(ip => ip.Name == "Battery Cell") as ItemPrefab;
var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnShuttle && wp.SpawnType == SpawnType.Cargo); var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnShuttle && wp.SpawnType == SpawnType.Cargo);
@@ -425,25 +426,33 @@ namespace Barotrauma.Networking
spawnedCharacters.Add(character); spawnedCharacters.Add(character);
Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
if (divingSuitPrefab != null && oxyPrefab != null) if (divingSuitPrefab != null && oxyPrefab != null)
{ {
Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle); var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle);
var oxyTank = new Item(oxyPrefab, pos, respawnShuttle); var oxyTank = new Item(oxyPrefab, pos, respawnShuttle);
var scooter = new Item(scooterPrefab, pos, respawnShuttle);
divingSuit.Combine(oxyTank); divingSuit.Combine(oxyTank);
spawnedItems.Add(divingSuit); spawnedItems.Add(divingSuit);
spawnedItems.Add(oxyTank); spawnedItems.Add(oxyTank);
spawnedItems.Add(scooter);
Item.Spawner.AddToSpawnedList(divingSuit);
Item.Spawner.AddToSpawnedList(oxyTank);
Item.Spawner.AddToSpawnedList(scooter);
} }
if (scooterPrefab != null && batteryPrefab != null)
{
var scooter = new Item(scooterPrefab, pos, respawnShuttle);
var battery = new Item(batteryPrefab, pos, respawnShuttle);
scooter.Combine(battery);
spawnedItems.Add(scooter);
spawnedItems.Add(battery);
}
spawnedItems.ForEach(s => Item.Spawner.AddToSpawnedList(s));
character.GiveJobItems(waypoints[i]); character.GiveJobItems(waypoints[i]);
GameMain.GameSession.CrewManager.characters.Add(character); GameMain.GameSession.CrewManager.characters.Add(character);
} }
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+13 -8
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@@ -1,9 +1,9 @@
--------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------
v0.4.2.0 v0.5.0.0
--------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------
Support for multiple submarines (no full-fledged submarine vs submarine battles yet, but they're coming Support for multiple submarines (no full-fledged submarine vs submarine battles yet, but they're coming
up in future updates!): in future updates!):
- Submarine files can be "merged", i.e. submarines can consist of multiple separate parts which can - Submarine files can be "merged", i.e. submarines can consist of multiple separate parts which can
be docked into each other be docked into each other
- the multiplayer mode has a "respawn shuttle" which transports respawned players from the entrance - the multiplayer mode has a "respawn shuttle" which transports respawned players from the entrance
@@ -14,7 +14,7 @@ up in future updates!):
Multiplayer: Multiplayer:
- fixed a bunch of bugs that caused entity IDs not to match between the clients and the server (which - fixed a bunch of bugs that caused entity IDs not to match between the clients and the server (which
caused severe syncing issues) caused severe syncing issues)
- fixed monster inventory syncing (although atm husks are the only monsters with an inventory) - fixed monster inventory syncing (i.e. husk inventory syncing)
- fixed server description box not being synced with clients - fixed server description box not being synced with clients
- search bar for server logs - search bar for server logs
- more server options - more server options
@@ -34,19 +34,24 @@ Items:
- item search bar in the submarine editor - item search bar in the submarine editor
- fixed cargo items spawning in incorrect positions (which occasionally caused some serious problems - fixed cargo items spawning in incorrect positions (which occasionally caused some serious problems
if the item happened to be a crate full of nitroglycerin) if the item happened to be a crate full of nitroglycerin)
- flares burn longer
- fixed flashes from explosions/sparks/flares occasionally ''staying on''
- cameras: can be connected to a railgun controller (or any other selectable controller) to remotely
view rooms or areas around the sub
Submarines:
- the mass of a submarine depends on its size - larger submarines require more force to move around - the mass of a submarine depends on its size - larger submarines require more force to move around
(custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a (custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a
steerable level) steerable level)
- changes to depth damage logic: structures with more health need more pressure before they start taking - changes to depth damage logic: structures with more health need more pressure before they start taking
damage (i.e. submarines with thicker walls and no windows can go deeper) damage (i.e. submarines with thicker walls and no windows can go deeper)
- fixed flashes from explosions/sparks/flares occasionally ''staying on''
- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders Misc:
- pathfinding bugfixes
- stunned characters can't move items in their inventory - stunned characters can't move items in their inventory
- characters can run while grabbing/dragging someone - characters can run while grabbing/dragging someone
- fixed a bug that made it impossible to spawn characters through the console in the Linux version
- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders
- pathfinding bugfixes
--------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------