Merge remote-tracking branch 'upstream/master' into develop
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@@ -174,9 +174,9 @@ namespace Barotrauma
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public static RectTransform NewItemRectT(GUILayoutGroup parent)
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=> new RectTransform((1.0f, 0.06f), parent.RectTransform, Anchor.CenterLeft);
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public static void Spacer(GUILayoutGroup parent)
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public static void Spacer(GUILayoutGroup parent, float height = 0.03f)
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{
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new GUIFrame(new RectTransform((1.0f, 0.03f), parent.RectTransform, Anchor.CenterLeft), style: null);
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new GUIFrame(new RectTransform((1.0f, height), parent.RectTransform, Anchor.CenterLeft), style: null);
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}
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public static GUITextBlock Label(GUILayoutGroup parent, LocalizedString str, GUIFont font)
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@@ -507,6 +507,47 @@ namespace Barotrauma
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return true;
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}
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};
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#if OSX
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Spacer(voiceChat, 0.003f);
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// On macOS, microphone permission can apparently sometimes end up in a broken state when the app binary changes (eg. after a Steam update).
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// The device seems to be there, but won't receive anything, even if the mic permission is fine.
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// This button lets the user reset it and reboot the game, so the mic permission check will be retriggered on next run.
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new GUIButton(new RectTransform(new Vector2(1.0f, 1.0f), voiceChat.RectTransform),
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text: TextManager.Get("MacResetMicPermissions"),
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style: "GUIButtonSmall")
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{
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ToolTip = TextManager.Get("MacResetMicPermissionsToolTip"),
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OnClicked = (btn, obj) =>
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{
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var confirmBox = new GUIMessageBox(
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TextManager.Get("MacResetMicPermissions"),
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TextManager.Get("MacResetMicPermissionsConfirm"),
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[TextManager.Get("OK"), TextManager.Get("Cancel")]);
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confirmBox.Buttons[0].OnClicked = (_, _) =>
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{
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try
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{
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System.Diagnostics.Process.Start(new System.Diagnostics.ProcessStartInfo
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{
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FileName = "tccutil",
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Arguments = "reset Microphone com.FakeFish.Barotrauma",
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UseShellExecute = false
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});
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}
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catch (Exception e)
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{
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DebugConsole.NewMessage($"Failed to reset microphone permission: {e.Message}", Color.Orange);
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}
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GameMain.Instance.Exit();
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confirmBox.Close();
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return true;
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};
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confirmBox.Buttons[1].OnClicked = confirmBox.Close;
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return true;
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}
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};
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#endif
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Spacer(voiceChat);
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Label(voiceChat, TextManager.Get("VCInputMode"), GUIStyle.SubHeadingFont);
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@@ -18,6 +18,10 @@ namespace Barotrauma.Steam
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{
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public const int MaxThumbnailSize = 1024 * 1024;
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/// <summary>
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/// Tags the players can choose for their workshop items. These must match the ones defined in the Steamworks backend. They're case insensitive, but must otherwise match exactly for the tag filtering to work correctly.
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/// The localized names for these are fetched from the loca files with the identifier "workshop.contenttag.{tag.RemoveWhitespace()}".
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/// </summary>
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public static readonly ImmutableArray<Identifier> Tags = new []
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{
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"submarine",
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@@ -25,7 +29,7 @@ namespace Barotrauma.Steam
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"monster",
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"mission",
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"outpost",
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"beaconstation",
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"beacon station",
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"wreck",
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"ruin",
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"weapons",
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@@ -34,14 +38,14 @@ namespace Barotrauma.Steam
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"art",
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"event set",
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"total conversion",
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"gamemode",
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"gameplaymechanics",
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"game mode",
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"gameplay mechanics",
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"environment",
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"item assembly",
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"language",
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"qol",
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"clientside",
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"serverside",
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"client-side",
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"server-side",
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"outdated",
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"library"
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}.ToIdentifiers().ToImmutableArray();
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