- fixed level generation algorithm placing waypoints at unreachable positions
- changes to drowning/suffocation logic (oxygen-value drops/rises at a fixed rate depending on whether there's enough oxygen available, instead of effects "stacking")
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@@ -39,7 +39,7 @@ namespace Barotrauma.Lights
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{
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lights = new List<LightSource>();
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AmbientLight = new Color(80, 80, 80, 255);
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AmbientLight = new Color(60, 60, 60, 255);
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visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
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