Merge branch 'master' into new-netcode
Conflicts: Subsurface/Properties/AssemblyInfo.cs
This commit is contained in:
@@ -745,9 +745,6 @@
|
|||||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
<SubType>Designer</SubType>
|
<SubType>Designer</SubType>
|
||||||
</Content>
|
</Content>
|
||||||
<Content Include="Content\Items\Electricity\wire.png">
|
|
||||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
|
||||||
</Content>
|
|
||||||
<Content Include="Content\Items\Pump\pump.xml">
|
<Content Include="Content\Items\Pump\pump.xml">
|
||||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
<SubType>Designer</SubType>
|
<SubType>Designer</SubType>
|
||||||
|
|||||||
@@ -7,6 +7,8 @@
|
|||||||
|
|
||||||
<ragdoll waveamplitude="50.0" wavelength="2500" speed="1.5">
|
<ragdoll waveamplitude="50.0" wavelength="2500" speed="1.5">
|
||||||
|
|
||||||
|
<collider width="45" radius="22"/>
|
||||||
|
|
||||||
<!-- head -->
|
<!-- head -->
|
||||||
<limb id = "0" radius="37" height="81" mass="6" type="Head" steerforce="1.0">
|
<limb id = "0" radius="37" height="81" mass="6" type="Head" steerforce="1.0">
|
||||||
<sprite texture="Content/Characters/Scorpion/scorpion.png" sourcerect="11,12,74,155" depth="0.02"/>
|
<sprite texture="Content/Characters/Scorpion/scorpion.png" sourcerect="11,12,74,155" depth="0.02"/>
|
||||||
|
|||||||
Binary file not shown.
|
Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 15 KiB |
@@ -15,9 +15,9 @@
|
|||||||
<Item name="Copper Bar"/>
|
<Item name="Copper Bar"/>
|
||||||
</Deconstruct>
|
</Deconstruct>
|
||||||
|
|
||||||
<Sprite texture ="wire.png" depth="0.55"/>
|
<Sprite texture ="signalcomp.png" depth="0.55" sourcerect="83,105,44,22"/>
|
||||||
|
|
||||||
<Body radius="15" density="30"/>
|
<Body radius="7" width="25" density="30"/>
|
||||||
|
|
||||||
<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
|
<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
|
||||||
|
|
||||||
@@ -38,8 +38,9 @@
|
|||||||
<Item name="Copper Bar"/>
|
<Item name="Copper Bar"/>
|
||||||
</Deconstruct>
|
</Deconstruct>
|
||||||
|
|
||||||
<Sprite texture ="wire.png" depth="0.55"/>
|
<Sprite texture ="signalcomp.png" depth="0.55" sourcerect="83,105,44,22"/>
|
||||||
<Body radius="15" density="30"/>
|
|
||||||
|
<Body radius="7" width="25" density="30"/>
|
||||||
<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
|
<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
|
||||||
|
|
||||||
<Wire/>
|
<Wire/>
|
||||||
@@ -59,8 +60,9 @@
|
|||||||
<Item name="Copper Bar"/>
|
<Item name="Copper Bar"/>
|
||||||
</Deconstruct>
|
</Deconstruct>
|
||||||
|
|
||||||
<Sprite texture ="wire.png" depth="0.55"/>
|
<Sprite texture ="signalcomp.png" depth="0.55" sourcerect="83,105,44,22"/>
|
||||||
<Body radius="15" density="30"/>
|
|
||||||
|
<Body radius="7" width="25" density="30"/>
|
||||||
<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
|
<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
|
||||||
|
|
||||||
<Wire/>
|
<Wire/>
|
||||||
@@ -80,8 +82,9 @@
|
|||||||
<Item name="Copper Bar"/>
|
<Item name="Copper Bar"/>
|
||||||
</Deconstruct>
|
</Deconstruct>
|
||||||
|
|
||||||
<Sprite texture ="wire.png" depth="0.55"/>
|
<Sprite texture ="signalcomp.png" depth="0.55" sourcerect="83,105,44,22"/>
|
||||||
<Body radius="15" density="30"/>
|
|
||||||
|
<Body radius="7" width="25" density="30"/>
|
||||||
<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
|
<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
|
||||||
|
|
||||||
<Wire/>
|
<Wire/>
|
||||||
|
|||||||
Binary file not shown.
|
Before Width: | Height: | Size: 1.5 KiB |
@@ -8,7 +8,7 @@
|
|||||||
|
|
||||||
<Sprite texture ="captainhat.png" depth="0.6"/>
|
<Sprite texture ="captainhat.png" depth="0.6"/>
|
||||||
|
|
||||||
<Body radius="8" density="30"/>
|
<Body width="25" height="15" density="30"/>
|
||||||
|
|
||||||
<Wearable limbtype="Head" slots="Any,Head">
|
<Wearable limbtype="Head" slots="Any,Head">
|
||||||
<sprite texture="captainhat.png" limb="Head" origin="0.5,0.9"/>
|
<sprite texture="captainhat.png" limb="Head" origin="0.5,0.9"/>
|
||||||
|
|||||||
@@ -8,7 +8,7 @@ with.
|
|||||||
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
|
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
|
||||||
<Asset Type="Graphics:FontDescription">
|
<Asset Type="Graphics:FontDescription">
|
||||||
|
|
||||||
<FontName>Verdana</FontName>
|
<FontName>Code Pro Bold</FontName>
|
||||||
|
|
||||||
<Size>16</Size>
|
<Size>16</Size>
|
||||||
|
|
||||||
|
|||||||
Binary file not shown.
@@ -8,9 +8,9 @@ with.
|
|||||||
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
|
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
|
||||||
<Asset Type="Graphics:FontDescription">
|
<Asset Type="Graphics:FontDescription">
|
||||||
|
|
||||||
<FontName>Verdana</FontName>
|
<FontName>Exo Light</FontName>
|
||||||
|
|
||||||
<Size>7</Size>
|
<Size>9</Size>
|
||||||
|
|
||||||
<Spacing>0</Spacing>
|
<Spacing>0</Spacing>
|
||||||
|
|
||||||
|
|||||||
Binary file not shown.
@@ -11,13 +11,13 @@ with.
|
|||||||
<!--
|
<!--
|
||||||
Modify this string to change the font that will be imported.
|
Modify this string to change the font that will be imported.
|
||||||
-->
|
-->
|
||||||
<FontName>Verdana</FontName>
|
<FontName>Exo Medium</FontName>
|
||||||
|
|
||||||
<!--
|
<!--
|
||||||
Size is a float value, measured in points. Modify this value to change
|
Size is a float value, measured in points. Modify this value to change
|
||||||
the size of the font.
|
the size of the font.
|
||||||
-->
|
-->
|
||||||
<Size>12</Size>
|
<Size>10</Size>
|
||||||
|
|
||||||
<!--
|
<!--
|
||||||
Spacing is a float value, measured in pixels. Modify this value to change
|
Spacing is a float value, measured in pixels. Modify this value to change
|
||||||
|
|||||||
Binary file not shown.
@@ -23,10 +23,10 @@ namespace Barotrauma
|
|||||||
public Vector2 TitlePosition;
|
public Vector2 TitlePosition;
|
||||||
|
|
||||||
private float? loadState;
|
private float? loadState;
|
||||||
|
#if !LINUX
|
||||||
Video splashScreenVideo;
|
Video splashScreenVideo;
|
||||||
VideoPlayer videoPlayer;
|
VideoPlayer videoPlayer;
|
||||||
|
#endif
|
||||||
public Vector2 TitleSize
|
public Vector2 TitleSize
|
||||||
{
|
{
|
||||||
get { return new Vector2(titleTexture.Width, titleTexture.Height); }
|
get { return new Vector2(titleTexture.Width, titleTexture.Height); }
|
||||||
@@ -56,6 +56,8 @@ namespace Barotrauma
|
|||||||
|
|
||||||
public LoadingScreen(GraphicsDevice graphics)
|
public LoadingScreen(GraphicsDevice graphics)
|
||||||
{
|
{
|
||||||
|
#if !LINUX
|
||||||
|
|
||||||
if (GameMain.Config.EnableSplashScreen)
|
if (GameMain.Config.EnableSplashScreen)
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
@@ -69,6 +71,8 @@ namespace Barotrauma
|
|||||||
GameMain.Config.EnableSplashScreen = false;
|
GameMain.Config.EnableSplashScreen = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
backgroundTexture = TextureLoader.FromFile("Content/UI/titleBackground.png");
|
backgroundTexture = TextureLoader.FromFile("Content/UI/titleBackground.png");
|
||||||
monsterTexture = TextureLoader.FromFile("Content/UI/titleMonster.png");
|
monsterTexture = TextureLoader.FromFile("Content/UI/titleMonster.png");
|
||||||
@@ -82,6 +86,7 @@ namespace Barotrauma
|
|||||||
|
|
||||||
public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics, float deltaTime)
|
public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics, float deltaTime)
|
||||||
{
|
{
|
||||||
|
#if !LINUX
|
||||||
if (GameMain.Config.EnableSplashScreen && splashScreenVideo != null)
|
if (GameMain.Config.EnableSplashScreen && splashScreenVideo != null)
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
@@ -96,6 +101,7 @@ namespace Barotrauma
|
|||||||
GameMain.Config.EnableSplashScreen = false;
|
GameMain.Config.EnableSplashScreen = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
drawn = true;
|
drawn = true;
|
||||||
|
|
||||||
@@ -171,6 +177,7 @@ namespace Barotrauma
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#if !LINUX
|
||||||
private void DrawSplashScreen(SpriteBatch spriteBatch)
|
private void DrawSplashScreen(SpriteBatch spriteBatch)
|
||||||
{
|
{
|
||||||
if (videoPlayer == null)
|
if (videoPlayer == null)
|
||||||
@@ -206,6 +213,7 @@ namespace Barotrauma
|
|||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
bool drawn;
|
bool drawn;
|
||||||
public IEnumerable<object> DoLoading(IEnumerable<object> loader)
|
public IEnumerable<object> DoLoading(IEnumerable<object> loader)
|
||||||
|
|||||||
@@ -241,7 +241,9 @@ namespace Barotrauma
|
|||||||
while (!SoundPlayer.Initialized)
|
while (!SoundPlayer.Initialized)
|
||||||
{
|
{
|
||||||
i++;
|
i++;
|
||||||
TitleScreen.LoadState = Math.Min((float)TitleScreen.LoadState + 0.5f*i, 70.0f);
|
TitleScreen.LoadState = SoundPlayer.SoundCount == 0 ?
|
||||||
|
30.0f :
|
||||||
|
Math.Min(30.0f + 40.0f * i / Math.Max(SoundPlayer.SoundCount, 1), 70.0f);
|
||||||
yield return CoroutineStatus.Running;
|
yield return CoroutineStatus.Running;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -332,7 +332,7 @@ namespace Barotrauma.Tutorials
|
|||||||
}
|
}
|
||||||
if (broken) break;
|
if (broken) break;
|
||||||
}
|
}
|
||||||
|
if (broken) break;
|
||||||
|
|
||||||
yield return CoroutineStatus.Running;
|
yield return CoroutineStatus.Running;
|
||||||
} while (!broken);
|
} while (!broken);
|
||||||
@@ -459,8 +459,6 @@ namespace Barotrauma.Tutorials
|
|||||||
yield return CoroutineStatus.Running;
|
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.");
|
infoBox = CreateInfoFrame("Now we're ready to shoot! Select the railgun controller.");
|
||||||
|
|
||||||
while (Character.Controlled.SelectedConstruction == null || Character.Controlled.SelectedConstruction.Name != "Railgun Controller")
|
while (Character.Controlled.SelectedConstruction == null || Character.Controlled.SelectedConstruction.Name != "Railgun Controller")
|
||||||
@@ -468,11 +466,18 @@ namespace Barotrauma.Tutorials
|
|||||||
yield return CoroutineStatus.Running;
|
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, "
|
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.");
|
+ "press the left mouse button.");
|
||||||
|
|
||||||
while (!moloch.IsDead)
|
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);
|
moloch.AIController.SelectTarget(Character.Controlled.AiTarget);
|
||||||
yield return CoroutineStatus.Running;
|
yield return CoroutineStatus.Running;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -272,11 +272,7 @@ namespace Barotrauma.Items.Components
|
|||||||
dir = dir == Direction.Left ? Direction.Right : Direction.Left;
|
dir = dir == Direction.Left ? Direction.Right : Direction.Left;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (userPos.X != 0.0f)
|
userPos.X = -UserPos.X;
|
||||||
{
|
|
||||||
float diff = (item.Rect.X + UserPos.X) - item.Rect.Center.X;
|
|
||||||
userPos.X = item.Rect.Center.X - diff - item.Rect.X;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < limbPositions.Count; i++)
|
for (int i = 0; i < limbPositions.Count; i++)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -263,6 +263,7 @@ namespace Barotrauma.Networking
|
|||||||
|
|
||||||
var request = new RestRequest("masterserver3.php", Method.GET);
|
var request = new RestRequest("masterserver3.php", Method.GET);
|
||||||
request.AddParameter("action", "refreshserver");
|
request.AddParameter("action", "refreshserver");
|
||||||
|
request.AddParameter("serverport", Port);
|
||||||
request.AddParameter("gamestarted", gameStarted ? 1 : 0);
|
request.AddParameter("gamestarted", gameStarted ? 1 : 0);
|
||||||
request.AddParameter("currplayers", connectedClients.Count);
|
request.AddParameter("currplayers", connectedClients.Count);
|
||||||
request.AddParameter("maxplayers", config.MaximumConnections);
|
request.AddParameter("maxplayers", config.MaximumConnections);
|
||||||
@@ -1889,6 +1890,7 @@ namespace Barotrauma.Networking
|
|||||||
{
|
{
|
||||||
var request = new RestRequest("masterserver2.php", Method.GET);
|
var request = new RestRequest("masterserver2.php", Method.GET);
|
||||||
request.AddParameter("action", "removeserver");
|
request.AddParameter("action", "removeserver");
|
||||||
|
request.AddParameter("serverport", Port);
|
||||||
|
|
||||||
restClient.Execute(request);
|
restClient.Execute(request);
|
||||||
restClient = null;
|
restClient = null;
|
||||||
|
|||||||
@@ -188,6 +188,7 @@ namespace Barotrauma.Networking
|
|||||||
if (radio == null || !sender.HasEquippedItem(radio)) return false;
|
if (radio == null || !sender.HasEquippedItem(radio)) return false;
|
||||||
|
|
||||||
var radioComponent = radio.GetComponent<WifiComponent>();
|
var radioComponent = radio.GetComponent<WifiComponent>();
|
||||||
|
if (radioComponent == null) return false;
|
||||||
return radioComponent.HasRequiredContainedItems(false);
|
return radioComponent.HasRequiredContainedItems(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -564,7 +564,7 @@ namespace Barotrauma
|
|||||||
{
|
{
|
||||||
//if there are more than 2 positions in the buffer,
|
//if there are more than 2 positions in the buffer,
|
||||||
//increase the interpolation speed to catch up with the server
|
//increase the interpolation speed to catch up with the server
|
||||||
float speedMultiplier = 0.9f + (float)Math.Pow((positionBuffer.Count - 2) / 5.0f, 2.0f);
|
float speedMultiplier = (float)Math.Pow(1.0f + (positionBuffer.Count - 2) / 10.0f, 2.0f);
|
||||||
|
|
||||||
netInterpolationState += (deltaTime * speedMultiplier) / (next.Timestamp - prev.Timestamp);
|
netInterpolationState += (deltaTime * speedMultiplier) / (next.Timestamp - prev.Timestamp);
|
||||||
|
|
||||||
|
|||||||
@@ -215,8 +215,17 @@ namespace Barotrauma
|
|||||||
|
|
||||||
if (GameMain.GameSession != null) GameMain.GameSession.Draw(spriteBatch);
|
if (GameMain.GameSession != null) GameMain.GameSession.Draw(spriteBatch);
|
||||||
|
|
||||||
if (Character.Controlled == null && Submarine.MainSub != null && !GUI.DisableHUD)
|
if (Character.Controlled == null && !GUI.DisableHUD)
|
||||||
DrawSubmarineIndicator(spriteBatch, Submarine.MainSub);
|
{
|
||||||
|
for (int i = 0; i < Submarine.MainSubs.Length; i++)
|
||||||
|
{
|
||||||
|
if (Submarine.MainSubs[i] != null)
|
||||||
|
{
|
||||||
|
Color indicatorColor = i == 0 ? Color.LightBlue * 0.5f : Color.Red * 0.5f;
|
||||||
|
DrawSubmarineIndicator(spriteBatch, Submarine.MainSubs[i], indicatorColor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
GUI.Draw((float)deltaTime, spriteBatch, cam);
|
GUI.Draw((float)deltaTime, spriteBatch, cam);
|
||||||
|
|
||||||
@@ -435,7 +444,7 @@ namespace Barotrauma
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void DrawSubmarineIndicator(SpriteBatch spriteBatch, Submarine submarine)
|
private void DrawSubmarineIndicator(SpriteBatch spriteBatch, Submarine submarine, Color color)
|
||||||
{
|
{
|
||||||
Vector2 subDiff = submarine.WorldPosition - cam.WorldViewCenter;
|
Vector2 subDiff = submarine.WorldPosition - cam.WorldViewCenter;
|
||||||
|
|
||||||
@@ -447,11 +456,11 @@ namespace Barotrauma
|
|||||||
cam.WorldToScreen(cam.WorldViewCenter) +
|
cam.WorldToScreen(cam.WorldViewCenter) +
|
||||||
new Vector2(normalizedSubDiff.X * GameMain.GraphicsWidth * 0.4f, -normalizedSubDiff.Y * GameMain.GraphicsHeight * 0.4f);
|
new Vector2(normalizedSubDiff.X * GameMain.GraphicsWidth * 0.4f, -normalizedSubDiff.Y * GameMain.GraphicsHeight * 0.4f);
|
||||||
|
|
||||||
GUI.SubmarineIcon.Draw(spriteBatch, iconPos, Color.LightBlue * 0.5f);
|
GUI.SubmarineIcon.Draw(spriteBatch, iconPos, color);
|
||||||
|
|
||||||
Vector2 arrowOffset = normalizedSubDiff * GUI.SubmarineIcon.size.X * 0.7f;
|
Vector2 arrowOffset = normalizedSubDiff * GUI.SubmarineIcon.size.X * 0.7f;
|
||||||
arrowOffset.Y = -arrowOffset.Y;
|
arrowOffset.Y = -arrowOffset.Y;
|
||||||
GUI.Arrow.Draw(spriteBatch, iconPos + arrowOffset, Color.LightBlue * 0.5f, MathUtils.VectorToAngle(arrowOffset) + MathHelper.PiOver2);
|
GUI.Arrow.Draw(spriteBatch, iconPos + arrowOffset, color, MathUtils.VectorToAngle(arrowOffset) + MathHelper.PiOver2);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -91,10 +91,17 @@ namespace Barotrauma
|
|||||||
set;
|
set;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static int SoundCount;
|
||||||
|
|
||||||
public static IEnumerable<object> Init()
|
public static IEnumerable<object> Init()
|
||||||
{
|
{
|
||||||
OverrideMusicType = null;
|
OverrideMusicType = null;
|
||||||
|
|
||||||
|
XDocument doc = ToolBox.TryLoadXml("Content/Sounds/sounds.xml");
|
||||||
|
if (doc == null) yield return CoroutineStatus.Failure;
|
||||||
|
|
||||||
|
SoundCount = 16 + doc.Root.Elements().Count();
|
||||||
|
|
||||||
startDrone = Sound.Load("Content/Sounds/startDrone.ogg", false);
|
startDrone = Sound.Load("Content/Sounds/startDrone.ogg", false);
|
||||||
startDrone.Play();
|
startDrone.Play();
|
||||||
|
|
||||||
@@ -117,11 +124,6 @@ namespace Barotrauma
|
|||||||
yield return CoroutineStatus.Running;
|
yield return CoroutineStatus.Running;
|
||||||
}
|
}
|
||||||
|
|
||||||
XDocument doc = ToolBox.TryLoadXml("Content/Sounds/sounds.xml");
|
|
||||||
if (doc == null) yield return CoroutineStatus.Failure;
|
|
||||||
|
|
||||||
yield return CoroutineStatus.Running;
|
|
||||||
|
|
||||||
var xMusic = doc.Root.Elements("music").ToList();
|
var xMusic = doc.Root.Elements("music").ToList();
|
||||||
|
|
||||||
if (xMusic.Any())
|
if (xMusic.Any())
|
||||||
@@ -180,7 +182,6 @@ namespace Barotrauma
|
|||||||
|
|
||||||
miscSounds = miscSoundList.ToLookup(kvp => kvp.Key, kvp => kvp.Value);
|
miscSounds = miscSoundList.ToLookup(kvp => kvp.Key, kvp => kvp.Value);
|
||||||
|
|
||||||
|
|
||||||
Initialized = true;
|
Initialized = true;
|
||||||
|
|
||||||
yield return CoroutineStatus.Success;
|
yield return CoroutineStatus.Success;
|
||||||
|
|||||||
@@ -9,7 +9,16 @@ v0.5.4.3
|
|||||||
multi-part subs shouldn't spawn inside walls anymore)
|
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
|
- 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)
|
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 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
|
v0.5.4.2
|
||||||
|
|||||||
@@ -47,6 +47,7 @@ Credits:
|
|||||||
Programming, graphics, sounds, game design - Joonas Rikkonen ("Regalis")
|
Programming, graphics, sounds, game design - Joonas Rikkonen ("Regalis")
|
||||||
Graphics - James Bear ("Moonsaber99")
|
Graphics - James Bear ("Moonsaber99")
|
||||||
Programming - Sebastian Broberg
|
Programming - Sebastian Broberg
|
||||||
|
Programming - Juan Pablo Arce ("juanjp600")
|
||||||
|
|
||||||
------------------------------------------------------------------------
|
------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user