v0.5.0, updated subs + changelog
This commit is contained in:
@@ -11,7 +11,7 @@
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<!-- head -->
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<!-- head -->
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<limb id = "0" radius="230" height="500" type="Head" steerforce="1.0" flip="true" armorsector="0.0,180.0" armorvalue="100.0" impacttolerance="100">
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<limb id = "0" radius="230" height="500" type="Head" steerforce="1.0" flip="true" armorsector="0.0,180.0" armorvalue="100.0" impacttolerance="100">
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<sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="0,0,628,1024" depth="0.02" origin ="0.4,0.5"/>
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<sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="0,0,628,1024" depth="0.02" origin ="0.4,0.5"/>
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<attack type="Hit" range="700" duration="0.2" damage="200" stun="5" force="400" damagetype="blunt" targetforce="100"/>
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<attack type="Hit" range="700" duration="0.2" damage="200" stun="5" force="300" damagetype="blunt" targetforce="100"/>
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</limb>
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</limb>
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<limb id = "1" width="50" height="440" flip="true">
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<limb id = "1" width="50" height="440" flip="true">
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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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// 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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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.4.1.6")]
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[assembly: AssemblyVersion("0.5.0.0")]
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[assembly: AssemblyFileVersion("0.4.1.6")]
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[assembly: AssemblyFileVersion("0.5.0.0")]
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@@ -1,6 +1,7 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Linq;
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using System.Text;
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using System.Text;
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using System.Xml;
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using System.Xml;
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@@ -210,7 +211,10 @@ namespace Barotrauma.Networking
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private void LoadSettings()
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private void LoadSettings()
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{
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{
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XDocument doc = null;
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XDocument doc = null;
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if (File.Exists(SettingsFile))
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{
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doc = ToolBox.TryLoadXml(SettingsFile);
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doc = ToolBox.TryLoadXml(SettingsFile);
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}
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if (doc == null || doc.Root == null)
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if (doc == null || doc.Root == null)
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{
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{
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@@ -379,7 +383,7 @@ namespace Barotrauma.Networking
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respawnDurationSlider.ToolTip = minRespawnText.ToolTip;
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respawnDurationSlider.ToolTip = minRespawnText.ToolTip;
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respawnDurationSlider.UserData = respawnDurationText;
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respawnDurationSlider.UserData = respawnDurationText;
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respawnDurationSlider.Step = 0.1f;
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respawnDurationSlider.Step = 0.1f;
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respawnDurationSlider.BarScroll = MinRespawnRatio;
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respawnDurationSlider.BarScroll = MaxTransportTime <= 0.0f ? 1.0f : (MaxTransportTime - 60.0f) / 600.0f;
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respawnDurationSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
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respawnDurationSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
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{
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{
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GUITextBlock txt = scrollBar.UserData as GUITextBlock;
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GUITextBlock txt = scrollBar.UserData as GUITextBlock;
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@@ -397,7 +401,7 @@ namespace Barotrauma.Networking
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return true;
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return true;
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};
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};
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respawnDurationSlider.OnMoved(respawnDurationSlider, (MaxTransportTime - 60.0f)/600.0f);
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respawnDurationSlider.OnMoved(respawnDurationSlider, respawnDurationSlider.BarScroll);
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y += 40;
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y += 40;
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@@ -403,6 +403,7 @@ namespace Barotrauma.Networking
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ItemPrefab divingSuitPrefab = ItemPrefab.list.Find(ip => ip.Name == "Diving Suit") as ItemPrefab;
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ItemPrefab divingSuitPrefab = ItemPrefab.list.Find(ip => ip.Name == "Diving Suit") as ItemPrefab;
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ItemPrefab oxyPrefab = ItemPrefab.list.Find(ip => ip.Name == "Oxygen Tank") as ItemPrefab;
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ItemPrefab oxyPrefab = ItemPrefab.list.Find(ip => ip.Name == "Oxygen Tank") as ItemPrefab;
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ItemPrefab scooterPrefab = ItemPrefab.list.Find(ip => ip.Name == "Underwater Scooter") as ItemPrefab;
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ItemPrefab scooterPrefab = ItemPrefab.list.Find(ip => ip.Name == "Underwater Scooter") as ItemPrefab;
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ItemPrefab batteryPrefab = ItemPrefab.list.Find(ip => ip.Name == "Battery Cell") as ItemPrefab;
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var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnShuttle && wp.SpawnType == SpawnType.Cargo);
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var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnShuttle && wp.SpawnType == SpawnType.Cargo);
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@@ -425,25 +426,33 @@ namespace Barotrauma.Networking
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spawnedCharacters.Add(character);
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spawnedCharacters.Add(character);
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Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
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if (divingSuitPrefab != null && oxyPrefab != null)
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if (divingSuitPrefab != null && oxyPrefab != null)
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{
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{
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Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
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var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle);
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var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle);
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var oxyTank = new Item(oxyPrefab, pos, respawnShuttle);
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var oxyTank = new Item(oxyPrefab, pos, respawnShuttle);
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var scooter = new Item(scooterPrefab, pos, respawnShuttle);
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divingSuit.Combine(oxyTank);
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divingSuit.Combine(oxyTank);
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spawnedItems.Add(divingSuit);
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spawnedItems.Add(divingSuit);
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spawnedItems.Add(oxyTank);
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spawnedItems.Add(oxyTank);
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spawnedItems.Add(scooter);
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Item.Spawner.AddToSpawnedList(divingSuit);
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Item.Spawner.AddToSpawnedList(oxyTank);
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Item.Spawner.AddToSpawnedList(scooter);
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}
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}
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if (scooterPrefab != null && batteryPrefab != null)
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{
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var scooter = new Item(scooterPrefab, pos, respawnShuttle);
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var battery = new Item(batteryPrefab, pos, respawnShuttle);
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scooter.Combine(battery);
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spawnedItems.Add(scooter);
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spawnedItems.Add(battery);
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}
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spawnedItems.ForEach(s => Item.Spawner.AddToSpawnedList(s));
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character.GiveJobItems(waypoints[i]);
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character.GiveJobItems(waypoints[i]);
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GameMain.GameSession.CrewManager.characters.Add(character);
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GameMain.GameSession.CrewManager.characters.Add(character);
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}
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}
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@@ -1,9 +1,9 @@
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---------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------
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v0.4.2.0
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v0.5.0.0
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---------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------
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Support for multiple submarines (no full-fledged submarine vs submarine battles yet, but they're coming
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Support for multiple submarines (no full-fledged submarine vs submarine battles yet, but they're coming
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up in future updates!):
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in future updates!):
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- Submarine files can be "merged", i.e. submarines can consist of multiple separate parts which can
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- Submarine files can be "merged", i.e. submarines can consist of multiple separate parts which can
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be docked into each other
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be docked into each other
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- the multiplayer mode has a "respawn shuttle" which transports respawned players from the entrance
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- the multiplayer mode has a "respawn shuttle" which transports respawned players from the entrance
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@@ -14,7 +14,7 @@ up in future updates!):
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Multiplayer:
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Multiplayer:
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- fixed a bunch of bugs that caused entity IDs not to match between the clients and the server (which
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- fixed a bunch of bugs that caused entity IDs not to match between the clients and the server (which
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caused severe syncing issues)
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caused severe syncing issues)
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- fixed monster inventory syncing (although atm husks are the only monsters with an inventory)
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- fixed monster inventory syncing (i.e. husk inventory syncing)
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- fixed server description box not being synced with clients
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- fixed server description box not being synced with clients
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- search bar for server logs
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- search bar for server logs
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- more server options
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- more server options
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@@ -34,19 +34,24 @@ Items:
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- item search bar in the submarine editor
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- item search bar in the submarine editor
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- fixed cargo items spawning in incorrect positions (which occasionally caused some serious problems
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- fixed cargo items spawning in incorrect positions (which occasionally caused some serious problems
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if the item happened to be a crate full of nitroglycerin)
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if the item happened to be a crate full of nitroglycerin)
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- flares burn longer
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- fixed flashes from explosions/sparks/flares occasionally ''staying on''
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- cameras: can be connected to a railgun controller (or any other selectable controller) to remotely
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view rooms or areas around the sub
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Submarines:
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- the mass of a submarine depends on its size - larger submarines require more force to move around
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- the mass of a submarine depends on its size - larger submarines require more force to move around
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(custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a
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(custom subs may need some modifications to get the top speeds of the smaller/larger subs back to a
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steerable level)
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steerable level)
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- changes to depth damage logic: structures with more health need more pressure before they start taking
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- changes to depth damage logic: structures with more health need more pressure before they start taking
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damage (i.e. submarines with thicker walls and no windows can go deeper)
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damage (i.e. submarines with thicker walls and no windows can go deeper)
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- fixed flashes from explosions/sparks/flares occasionally ''staying on''
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- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders
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Misc:
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- pathfinding bugfixes
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- stunned characters can't move items in their inventory
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- stunned characters can't move items in their inventory
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- characters can run while grabbing/dragging someone
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- characters can run while grabbing/dragging someone
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- fixed a bug that made it impossible to spawn characters through the console in the Linux version
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- NPCs won't close doors/hatches on themselves and are better at handling stairs/ladders
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- pathfinding bugfixes
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---------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------
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