(9cf9078c7) Changelog additions

This commit is contained in:
Joonas Rikkonen
2019-04-05 16:16:26 +03:00
parent 2fbd1a1d92
commit 5a1f55ade5
3 changed files with 123 additions and 11 deletions

View File

@@ -60,12 +60,19 @@ namespace Barotrauma
public CrewManager(XElement element, bool isSinglePlayer)
: this(isSinglePlayer)
{
return characterListBox.Rect;
}
partial void InitProjectSpecific()
{
guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
{
CanBeFocused = false
};
Point scrollButtonSize = new Point((int)(200 * GUI.Scale), (int)(30 * GUI.Scale));
var characterInfo = new CharacterInfo(subElement);
characterInfos.Add(characterInfo);
foreach (XElement invElement in subElement.Elements())
@@ -125,16 +132,6 @@ namespace Barotrauma
prevUIScale = GUI.Scale;
}
#endregion
#region Character list management
public Rectangle GetCharacterListArea()
{
return characterListBox.Rect;
}
partial void InitProjectSpecific()
{
guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)

View File

@@ -234,6 +234,85 @@ namespace Barotrauma.Items.Components
private set;
}
private bool useAlternativeLayout;
public bool UseAlternativeLayout
{
get { return useAlternativeLayout; }
set
{
if (AlternativeLayout != null)
{
if (value == useAlternativeLayout) { return; }
useAlternativeLayout = value;
if (useAlternativeLayout)
{
AlternativeLayout?.ApplyTo(GuiFrame.RectTransform);
}
else
{
DefaultLayout?.ApplyTo(GuiFrame.RectTransform);
}
}
}
public void ApplyTo(RectTransform target)
{
if (RelativeOffset.HasValue)
{
target.RelativeOffset = RelativeOffset.Value;
}
else if (AbsoluteOffset.HasValue)
{
target.AbsoluteOffset = AbsoluteOffset.Value;
}
if (RelativeSize.HasValue)
{
target.RelativeSize = RelativeSize.Value;
}
else if (AbsoluteSize.HasValue)
{
target.NonScaledSize = AbsoluteSize.Value;
}
if (Anchor.HasValue)
{
target.Anchor = Anchor.Value;
}
if (Pivot.HasValue)
{
target.Pivot = Pivot.Value;
}
else
{
target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor);
}
target.RecalculateChildren(true, true);
}
}
public GUIFrame GuiFrame { get; protected set; }
[Serialize(false, false)]
public bool AllowUIOverlap
{
get;
set;
}
private ItemComponent linkToUIComponent;
[Serialize("", false)]
public string LinkUIToComponent
{
get;
set;
}
[Serialize(0, false)]
public int HudPriority
{
get;
private set;
}
private bool shouldMuffleLooping;
private float lastMuffleCheckTime;
private ItemSound loopingSound;

View File

@@ -7,6 +7,14 @@ Additions and changes:
items are used on devices by pressing E (e.g. when rewiring with a screwdriver or repairing something
with a wrench). The new controls are somewhat experimental; the intention is to make them more intuitive
to new players. You can still switch back to the legacy control scheme from the game settings.
- Set default radio chat keybind to R and creature attack keybind to Mouse3.
- MODDERS, PLEASE NOTE: Moved crafting recipes from the fabricator xml to the xmls of the items. Makes it
possible for modders to add new craftable items without having to modify the fabricators.
- Some menu layout improvements.
- Camera movement is disabled completely when an item interface is open (not just when the cursor is on
the interface).
- Option to disable the camera pan/zoom effects from the game settings.
- Allow aiming on ladders when not moving.
- Characters play Entrance of the Gladiators on the guitar when wearing a clown mask.
- Display a warning on the status monitor when docked to an outpost ("Docked to X, undock before attempting
to maneuver the submarine").
@@ -18,6 +26,25 @@ specific permissions to all clients.
- Ping direction is shown on the sonar display when adjusting the direction slider even if directional ping
is not enabled.
- Tweaked charybdis' AI, attacks and animations.
- Nuclear explosions cause radiation sickness.
- Reduced structure damage done by reactor explosions.
- Higher-resolution submarine preview images.
- Added a notification that tells where cargo spawns at the start of a round.
- Let the camera zoom out further when controlling a large monster.
- Added a longer delay to getting killed by pressure (5 seconds in max pressure).
- Made the pressure-zoom-in effect appear as soon as the pressure in a room starts to rise.
- Added blood particle effects when under high pressure.
- Some optimization to reduce loading times.
- Added a search bar to fabricators.
- Increased the range of docking port sounds and added a subtle camera shake when locking the ports to make
it more noticeable when a sub docks.
- Made all new medical items fabricable.
- Automatically put the currently equipped item in the inventory (no matter if it's one or two handed) when
picking up items that require two hands.
- Job preferences can be edited mid-round in the info menu.
- Slightly reduced the amount of oxygen characters consume from hulls.
- Enemies don't attack outposts or targets inside it anymore.
Multiplayer fixes:
- Fixed characters retaining the last known inputs when a client disconnects, causing the character to
@@ -29,7 +56,10 @@ at their end.
items). Fixes "received a position update for an item with no physics body" console errors when attaching
items to walls.
- Fixed spectate button staying visible when a round ends while a client is in the lobby.
- Fixed remote characters sliding slowly to the left in multiplayer.
- Fixed remote characters sliding slowly to the left client-side when standing in place.
- Fixed server creating "attempted to create a network event for an item that hasn't been fully initialized
yet" console errors when spawning LightComponents mid-round.
- Fixes monsters flipping around way too often client-side (especially when inside the sub).
Bugfixes:
- Fixed wire connections that have been done mid-round not working properly.
@@ -37,12 +67,18 @@ Bugfixes:
- Fixed linked subs not getting docked correctly when loading a saved game.
- Fixed turrets not working if they're placed inside the submarine.
- Fixed calyxanide not being usable in syringe guns.
- Explosive harpoons disappear after exploding.
- Emptying the "required items" field of an item in the sub editor now removes the item requirements (instead
of using the default ones).
- Fixed crashing if a fabricator finishes creating an item after the user has been removed (e.g. eaten).
- Fixed crashing if none of the selected content packages contain location portraits suitable for the main menu.
- Fixed projectiles not applying status effects on impact if they have no attack defined.
- Fixed thorium rods not being usable in the reactor.
- Conditionals return a match when checking status tag inequality and the target has no status tags (e.g.
checking if a character doesn't have a StatusEffect with a "poison" tag returns true even if the character
has no active StatusEffects).
- Fixed severed limbs occasionally noclipping into the submarine.
- Fixed large engine emitting smoke before it becomes repairable.
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v0.8.9.8