Release 1.11.5.0 - Winter Update 2025 Hotfix 1

This commit is contained in:
Regalis11
2025-12-18 12:26:30 +02:00
parent b6c3724bf8
commit 4dc0ce9a2f
13 changed files with 46 additions and 23 deletions
@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace> <RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors> <Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product> <Product>Barotrauma</Product>
<Version>1.11.4.1</Version> <Version>1.11.5.0</Version>
<Copyright>Copyright © FakeFish 2018-2024</Copyright> <Copyright>Copyright © FakeFish 2018-2024</Copyright>
<Platforms>AnyCPU;x64</Platforms> <Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName> <AssemblyName>Barotrauma</AssemblyName>
+1 -1
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@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace> <RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors> <Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product> <Product>Barotrauma</Product>
<Version>1.11.4.1</Version> <Version>1.11.5.0</Version>
<Copyright>Copyright © FakeFish 2018-2024</Copyright> <Copyright>Copyright © FakeFish 2018-2024</Copyright>
<Platforms>AnyCPU;x64</Platforms> <Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName> <AssemblyName>Barotrauma</AssemblyName>
@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace> <RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors> <Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product> <Product>Barotrauma</Product>
<Version>1.11.4.1</Version> <Version>1.11.5.0</Version>
<Copyright>Copyright © FakeFish 2018-2024</Copyright> <Copyright>Copyright © FakeFish 2018-2024</Copyright>
<Platforms>AnyCPU;x64</Platforms> <Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName> <AssemblyName>Barotrauma</AssemblyName>
@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace> <RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors> <Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product> <Product>Barotrauma Dedicated Server</Product>
<Version>1.11.4.1</Version> <Version>1.11.5.0</Version>
<Copyright>Copyright © FakeFish 2018-2023</Copyright> <Copyright>Copyright © FakeFish 2018-2023</Copyright>
<Platforms>AnyCPU;x64</Platforms> <Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName> <AssemblyName>DedicatedServer</AssemblyName>
+1 -1
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@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace> <RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors> <Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product> <Product>Barotrauma Dedicated Server</Product>
<Version>1.11.4.1</Version> <Version>1.11.5.0</Version>
<Copyright>Copyright © FakeFish 2018-2023</Copyright> <Copyright>Copyright © FakeFish 2018-2023</Copyright>
<Platforms>AnyCPU;x64</Platforms> <Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName> <AssemblyName>DedicatedServer</AssemblyName>
@@ -273,16 +273,27 @@ namespace Barotrauma
} }
if (characterInfo == null || characterInfo.Discarded) { continue; } if (characterInfo == null || characterInfo.Discarded) { continue; }
//reduce skills if the character has died //reduce skills if the character has died
if (characterInfo.CauseOfDeath != null && characterInfo.CauseOfDeath.Type != CauseOfDeathType.Disconnected) bool diedToDisconnect = characterInfo.CauseOfDeath is { Type: CauseOfDeathType.Disconnected };
bool diedForReal = characterInfo.CauseOfDeath != null && !diedToDisconnect;
if (diedForReal)
{ {
characterInfo.ApplyDeathEffects(); characterInfo.ApplyDeathEffects();
} }
c.CharacterInfo = characterInfo; c.CharacterInfo = characterInfo;
// Only create new character data if the connected client has an active character (which they might not, //Different scenarios for saving (or not saving) the character:
// eg. if they are in the lobby). Otherwise the CharacterCampaignData constructor would fall back to a new // 1. Client is controlling a character, character is alive
// Character object, overwriting the inventory and wallet with empty values. // -> save normally
if (c.Character != null) // 2. Client is not controlling a character, previous character died
// -> save normally (applying skill reduction, getting rid of the items the character had, etc)
// 3. Client is not controlling a character, previous character died due to a disconnect (e.g. client left or went to the lobby, and later returned)
// -> do not save, the character should retain their skills and items
// 4. Client is not controlling a character, and they don't have any previous character data
// -> we shouldn't be getting to this point at all, we return earlier if no character info that has spawned is found
// 5. Client is not controlling a character, but they have previous character data which has not yet spawned (e.g. they've played on this server on some previous round)
// -> we shouldn't be getting to this point at all, we return earlier if no character info that has spawned is found
if (c.Character != null || diedForReal)
{ {
SetClientCharacterData(c); SetClientCharacterData(c);
} }
@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace> <RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors> <Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product> <Product>Barotrauma Dedicated Server</Product>
<Version>1.11.4.1</Version> <Version>1.11.5.0</Version>
<Copyright>Copyright © FakeFish 2018-2023</Copyright> <Copyright>Copyright © FakeFish 2018-2023</Copyright>
<Platforms>AnyCPU;x64</Platforms> <Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName> <AssemblyName>DedicatedServer</AssemblyName>
@@ -440,13 +440,14 @@ namespace Barotrauma
if (Identifier == Tags.DeconstructThis && item.AllowDeconstruct) if (Identifier == Tags.DeconstructThis && item.AllowDeconstruct)
{ {
if (item.AllowDeconstruct && !Item.DeconstructItems.Contains(item) && if (item.AllowDeconstruct && !Item.DeconstructItems.Contains(item) &&
//only allow deconstructing if there are deconstruction recipes that //only allow deconstructing if there are no deconstruction recipes (= deconstructing yields nothing), or deconstruction recipes that
(item.Prefab.DeconstructItems.None() ||
item.Prefab.DeconstructItems.Any(deconstructItem => item.Prefab.DeconstructItems.Any(deconstructItem =>
//1. don't require any additional items (bots can't handle that) //1. don't require any additional items (bots can't handle that)
deconstructItem.RequiredOtherItem.None() && deconstructItem.RequiredOtherItem.None() &&
//2. don't require a research station (bots don't know how to use those) //2. don't require a research station (bots don't know how to use those)
(deconstructItem.RequiredDeconstructor.Length == 0 || deconstructItem.RequiredDeconstructor.Any(d => d != Tags.GeneticResearchStation)))) (deconstructItem.RequiredDeconstructor.Length == 0 || deconstructItem.RequiredDeconstructor.Any(d => d != Tags.GeneticResearchStation)))))
{ {
return true; return true;
} }
@@ -624,9 +624,9 @@ namespace Barotrauma
{ {
get get
{ {
if (IsPet) if (IsPet && AIController is EnemyAIController { PetBehavior: { } petBehavior })
{ {
string petName = (AIController as EnemyAIController).PetBehavior.GetTagName(); string petName = petBehavior.GetTagName();
if (!string.IsNullOrEmpty(petName)) { return petName; } if (!string.IsNullOrEmpty(petName)) { return petName; }
} }
@@ -311,7 +311,7 @@ namespace Barotrauma
if (Character.AnimController.Limbs.None(l => l.HealthIndex == i)) if (Character.AnimController.Limbs.None(l => l.HealthIndex == i))
{ {
DebugConsole.AddWarning( DebugConsole.AddWarning(
$"Potential error in character {Character.DisplayName}: none of the limbs have been set to use the LimbHealth #{i}, and it will do nothing. " $"Potential error in character \"{Character.Prefab.Identifier}\": none of the limbs have been set to use the LimbHealth #{i}, and it will do nothing. "
+ "Did you forget to set the HealthIndex values of the limbs?", contentPackage: Character.ContentPackage); + "Did you forget to set the HealthIndex values of the limbs?", contentPackage: Character.ContentPackage);
} }
} }
@@ -1,8 +1,9 @@
#nullable enable #nullable enable
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.Immutable; using System.Collections.Immutable;
using System.Linq;
using Barotrauma.Items.Components; using Barotrauma.Items.Components;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
@@ -142,7 +143,7 @@ namespace Barotrauma
Vector2 drawPos = Position; Vector2 drawPos = Position;
drawPos.Y = -drawPos.Y; drawPos.Y = -drawPos.Y;
foreach (var c in Connectors) foreach (var c in Connectors.OrderBy(static c => c.Connection.DisplayOrder))
{ {
bool isOutput = c.IsOutput; bool isOutput = c.IsOutput;
@@ -462,18 +462,18 @@ namespace Barotrauma
} }
private float impactTolerance; private float impactTolerance;
[Serialize(0.0f, IsPropertySaveable.No), ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 100)] [Serialize(0.0f, IsPropertySaveable.Yes), ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 100)]
public float ImpactTolerance public float ImpactTolerance
{ {
get { return impactTolerance; } get { return impactTolerance; }
set { impactTolerance = Math.Max(value, 0.0f); } set { impactTolerance = Math.Max(value, 0.0f); }
} }
[Serialize(0.0f, IsPropertySaveable.No, description: "The amount of damage the item takes from impacts. Acts as a multiplier on the strength of the impact. Note that ImpactTolerance must be set for impacts to register."), [Serialize(0.0f, IsPropertySaveable.Yes, description: "The amount of damage the item takes from impacts. Acts as a multiplier on the strength of the impact. Note that ImpactTolerance must be set for impacts to register."),
ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 100)] ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 100)]
public float ImpactDamage { get; set; } public float ImpactDamage { get; set; }
[Serialize(1.0f, IsPropertySaveable.No, description: "Probability for impacts to register. Defaults to 1. Note that ImpactTolerance must also be set for impacts to register."), [Serialize(1.0f, IsPropertySaveable.Yes, description: "Probability for impacts to register. Defaults to 1. Note that ImpactTolerance must also be set for impacts to register."),
ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 1)] ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 1)]
public float ImpactDamageProbability { get; set; } public float ImpactDamageProbability { get; set; }
+10
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@@ -1,4 +1,14 @@
------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------
v1.11.5.0 (Winter Update Hotfix 1)
-------------------------------------------------------------------------------------------------------------------------------------------------
- Fixed players sometimes retaining their old inventory items if they die and respawn on a later round.
- Fixed inability to order bots to deconstruct items that don't yield anything when deconstructed.
- Fixed weak points causing the "high pressure" icon to appear in the room, despite the pressure not being high enough to cause damage.
- Fixed relay connections being in an incorrect order in circuit boxes.
- Fixed ImpactTolerance, ImpactDamage and ImpactDamageProbability resetting back to defaults when saving and reloading a sub.
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v1.11.4.1 (Winter Update 2025) v1.11.4.1 (Winter Update 2025)
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