(9cf9078c7) Changelog additions
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@@ -60,12 +60,19 @@ namespace Barotrauma
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public CrewManager(XElement element, bool isSinglePlayer)
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: this(isSinglePlayer)
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{
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return characterListBox.Rect;
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}
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partial void InitProjectSpecific()
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{
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guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
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{
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CanBeFocused = false
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};
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Point scrollButtonSize = new Point((int)(200 * GUI.Scale), (int)(30 * GUI.Scale));
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var characterInfo = new CharacterInfo(subElement);
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characterInfos.Add(characterInfo);
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foreach (XElement invElement in subElement.Elements())
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@@ -125,16 +132,6 @@ namespace Barotrauma
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prevUIScale = GUI.Scale;
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}
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#endregion
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#region Character list management
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public Rectangle GetCharacterListArea()
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{
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return characterListBox.Rect;
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}
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partial void InitProjectSpecific()
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{
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guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
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@@ -234,6 +234,85 @@ namespace Barotrauma.Items.Components
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private set;
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}
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private bool useAlternativeLayout;
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public bool UseAlternativeLayout
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{
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get { return useAlternativeLayout; }
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set
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{
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if (AlternativeLayout != null)
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{
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if (value == useAlternativeLayout) { return; }
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useAlternativeLayout = value;
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if (useAlternativeLayout)
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{
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AlternativeLayout?.ApplyTo(GuiFrame.RectTransform);
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}
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else
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{
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DefaultLayout?.ApplyTo(GuiFrame.RectTransform);
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}
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}
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}
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public void ApplyTo(RectTransform target)
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{
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if (RelativeOffset.HasValue)
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{
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target.RelativeOffset = RelativeOffset.Value;
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}
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else if (AbsoluteOffset.HasValue)
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{
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target.AbsoluteOffset = AbsoluteOffset.Value;
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}
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if (RelativeSize.HasValue)
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{
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target.RelativeSize = RelativeSize.Value;
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}
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else if (AbsoluteSize.HasValue)
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{
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target.NonScaledSize = AbsoluteSize.Value;
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}
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if (Anchor.HasValue)
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{
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target.Anchor = Anchor.Value;
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}
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if (Pivot.HasValue)
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{
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target.Pivot = Pivot.Value;
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}
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else
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{
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target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor);
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}
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target.RecalculateChildren(true, true);
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}
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}
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public GUIFrame GuiFrame { get; protected set; }
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[Serialize(false, false)]
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public bool AllowUIOverlap
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{
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get;
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set;
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}
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private ItemComponent linkToUIComponent;
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[Serialize("", false)]
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public string LinkUIToComponent
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{
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get;
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set;
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}
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[Serialize(0, false)]
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public int HudPriority
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{
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get;
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private set;
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}
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private bool shouldMuffleLooping;
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private float lastMuffleCheckTime;
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private ItemSound loopingSound;
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@@ -7,6 +7,14 @@ Additions and changes:
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items are used on devices by pressing E (e.g. when rewiring with a screwdriver or repairing something
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with a wrench). The new controls are somewhat experimental; the intention is to make them more intuitive
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to new players. You can still switch back to the legacy control scheme from the game settings.
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- Set default radio chat keybind to R and creature attack keybind to Mouse3.
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- MODDERS, PLEASE NOTE: Moved crafting recipes from the fabricator xml to the xmls of the items. Makes it
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possible for modders to add new craftable items without having to modify the fabricators.
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- Some menu layout improvements.
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- Camera movement is disabled completely when an item interface is open (not just when the cursor is on
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the interface).
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- Option to disable the camera pan/zoom effects from the game settings.
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- Allow aiming on ladders when not moving.
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- Characters play Entrance of the Gladiators on the guitar when wearing a clown mask.
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- Display a warning on the status monitor when docked to an outpost ("Docked to X, undock before attempting
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to maneuver the submarine").
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@@ -18,6 +26,25 @@ specific permissions to all clients.
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- Ping direction is shown on the sonar display when adjusting the direction slider even if directional ping
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is not enabled.
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- Tweaked charybdis' AI, attacks and animations.
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- Nuclear explosions cause radiation sickness.
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- Reduced structure damage done by reactor explosions.
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- Higher-resolution submarine preview images.
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- Added a notification that tells where cargo spawns at the start of a round.
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- Let the camera zoom out further when controlling a large monster.
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- Added a longer delay to getting killed by pressure (5 seconds in max pressure).
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- Made the pressure-zoom-in effect appear as soon as the pressure in a room starts to rise.
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- Added blood particle effects when under high pressure.
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- Some optimization to reduce loading times.
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- Added a search bar to fabricators.
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- Increased the range of docking port sounds and added a subtle camera shake when locking the ports to make
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it more noticeable when a sub docks.
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- Made all new medical items fabricable.
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- Automatically put the currently equipped item in the inventory (no matter if it's one or two handed) when
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picking up items that require two hands.
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- Job preferences can be edited mid-round in the info menu.
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- Slightly reduced the amount of oxygen characters consume from hulls.
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- Enemies don't attack outposts or targets inside it anymore.
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Multiplayer fixes:
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- Fixed characters retaining the last known inputs when a client disconnects, causing the character to
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@@ -29,7 +56,10 @@ at their end.
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items). Fixes "received a position update for an item with no physics body" console errors when attaching
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items to walls.
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- Fixed spectate button staying visible when a round ends while a client is in the lobby.
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- Fixed remote characters sliding slowly to the left in multiplayer.
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- Fixed remote characters sliding slowly to the left client-side when standing in place.
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- Fixed server creating "attempted to create a network event for an item that hasn't been fully initialized
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yet" console errors when spawning LightComponents mid-round.
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- Fixes monsters flipping around way too often client-side (especially when inside the sub).
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Bugfixes:
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- Fixed wire connections that have been done mid-round not working properly.
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@@ -37,12 +67,18 @@ Bugfixes:
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- Fixed linked subs not getting docked correctly when loading a saved game.
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- Fixed turrets not working if they're placed inside the submarine.
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- Fixed calyxanide not being usable in syringe guns.
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- Explosive harpoons disappear after exploding.
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- Emptying the "required items" field of an item in the sub editor now removes the item requirements (instead
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of using the default ones).
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- Fixed crashing if a fabricator finishes creating an item after the user has been removed (e.g. eaten).
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- Fixed crashing if none of the selected content packages contain location portraits suitable for the main menu.
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- Fixed projectiles not applying status effects on impact if they have no attack defined.
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- Fixed thorium rods not being usable in the reactor.
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- Conditionals return a match when checking status tag inequality and the target has no status tags (e.g.
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checking if a character doesn't have a StatusEffect with a "poison" tag returns true even if the character
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has no active StatusEffects).
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- Fixed severed limbs occasionally noclipping into the submarine.
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- Fixed large engine emitting smoke before it becomes repairable.
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---------------------------------------------------------------------------------------------------------
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v0.8.9.8
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