From 05ce7ac5e9d14f2d6a3e2330db323cf6be2fae9e Mon Sep 17 00:00:00 2001 From: Regalis Date: Fri, 17 Feb 2017 20:11:08 +0200 Subject: [PATCH 1/9] Changelog update --- Subsurface/changelog.txt | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/Subsurface/changelog.txt b/Subsurface/changelog.txt index 9e02f1fe3..adf12903a 100644 --- a/Subsurface/changelog.txt +++ b/Subsurface/changelog.txt @@ -9,7 +9,16 @@ v0.5.4.3 multi-part subs shouldn't spawn inside walls anymore) - explosion damage is calculated based on the distance to the closest surface of a limb instead of the center position of the limb (i.e. large monsters can be damaged by smaller explosions) +- added an Undertow Games splash screen +- updated to a newer version of the NVorbis sound library - fixed a null reference exception caused by wires +- fixed an issue in the way items in alien ruins are initialized, which occasionally caused ID mismatches +(and desync) in items and characters created after generating the ruins +- fixed some item properties not being saved if changed in the editor (e.g. battery recharge speed) +- fixed characters turning into husks when they die, even if the infection has been cured +- fixed docking ports being disconnected in the mirrored subs in the combat missions +- unconscious characters collide with stairs when they're being dragged up +- fixed characters sinking/floating away when using railgun controllers underwater --------------------------------------------------------------------------------------------------------- v0.5.4.2 From 0306c03d0005771d6b7d9a5193083adeaa5ee310 Mon Sep 17 00:00:00 2001 From: Regalis Date: Mon, 20 Feb 2017 21:33:03 +0200 Subject: [PATCH 2/9] Tutorial fixes: walls and windows outside the command room are fixed during the same frame they break (to prevent anything from flying out from the railgun room), moloch is forced above the player once the railgun is ready fire --- .../GameModes/Tutorials/BasicTutorial.cs | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) diff --git a/Subsurface/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs b/Subsurface/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs index cbfe29e10..fbd40ca05 100644 --- a/Subsurface/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs +++ b/Subsurface/Source/GameSession/GameModes/Tutorials/BasicTutorial.cs @@ -303,7 +303,7 @@ namespace Barotrauma.Tutorials foreach (Structure s in Structure.WallList) { if (s.CastShadow || !s.HasBody) continue; - + if (s.Rect.Right > steering.Item.CurrentHull.Rect.Right) windows.Add(s); } @@ -332,7 +332,7 @@ namespace Barotrauma.Tutorials } if (broken) break; } - + if (broken) break; yield return CoroutineStatus.Running; } while (!broken); @@ -459,8 +459,6 @@ namespace Barotrauma.Tutorials yield return CoroutineStatus.Running; } - moloch.AnimController.SetPosition(ConvertUnits.ToSimUnits(Character.Controlled.WorldPosition + Vector2.UnitY * 600.0f)); - infoBox = CreateInfoFrame("Now we're ready to shoot! Select the railgun controller."); while (Character.Controlled.SelectedConstruction == null || Character.Controlled.SelectedConstruction.Name != "Railgun Controller") @@ -468,11 +466,18 @@ namespace Barotrauma.Tutorials yield return CoroutineStatus.Running; } + moloch.AnimController.SetPosition(ConvertUnits.ToSimUnits(Character.Controlled.WorldPosition + Vector2.UnitY * 600.0f)); + infoBox = CreateInfoFrame("Use the right mouse button to aim and wait for the creature to come closer. When you're ready to shoot, " + "press the left mouse button."); while (!moloch.IsDead) { + if (moloch.WorldPosition.Y > Character.Controlled.WorldPosition.Y + 600.0f) + { + moloch.AIController.SteeringManager.SteeringManual(CoroutineManager.DeltaTime, Character.Controlled.WorldPosition - moloch.WorldPosition); + } + moloch.AIController.SelectTarget(Character.Controlled.AiTarget); yield return CoroutineStatus.Running; } From c29be7862bb370e720ff33da59e3916ec770562d Mon Sep 17 00:00:00 2001 From: Regalis Date: Mon, 20 Feb 2017 22:03:58 +0200 Subject: [PATCH 3/9] Disabled the splash screen in the Linux version (apparently video playback hasn't been implemented in DesktopGL) --- Subsurface/Source/GUI/LoadingScreen.cs | 16 ++++++++++++---- 1 file changed, 12 insertions(+), 4 deletions(-) diff --git a/Subsurface/Source/GUI/LoadingScreen.cs b/Subsurface/Source/GUI/LoadingScreen.cs index f635b71f2..bbf194600 100644 --- a/Subsurface/Source/GUI/LoadingScreen.cs +++ b/Subsurface/Source/GUI/LoadingScreen.cs @@ -21,12 +21,12 @@ namespace Barotrauma public Vector2 CenterPosition; public Vector2 TitlePosition; - - private float? loadState; + private float? loadState; +#if !LINUX Video splashScreenVideo; VideoPlayer videoPlayer; - +#endif public Vector2 TitleSize { get { return new Vector2(titleTexture.Width, titleTexture.Height); } @@ -56,19 +56,23 @@ namespace Barotrauma public LoadingScreen(GraphicsDevice graphics) { +#if !LINUX + if (GameMain.Config.EnableSplashScreen) { try { splashScreenVideo = GameMain.Instance.Content.Load