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@@ -48,18 +48,6 @@
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<topwall sprite="Content/Map/testroom.png" sourcerect="144,464,496,32" depth ="0.06" castshadow="true"
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width = "64" height ="32" resizehorizontal="true" body="true" health="500"/>
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<CornerUpperLeft sprite="Content/Map/testroom.png" sourcerect="192,512,224,160" depth ="0.03"
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width = "224" height ="160"/>
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<CornerUpperRight sprite="Content/Map/testroom.png" sourcerect="416,512,224,160" depth ="0.03"
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width = "224" height ="160"/>
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<CornerBottomLeft sprite="Content/Map/testroom.png" sourcerect="192,512,224,160" depth ="0.03"
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width = "224" height ="160" flipvertical="true"/>
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<CornerBottomRight sprite="Content/Map/testroom.png" sourcerect="416,512,224,160" depth ="0.03"
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width = "224" height ="160" flipvertical="true"/>
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<topwindow sprite="Content/Map/testroom.png" sourcerect="208,352,128,80" depth ="0.05"
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width = "128" height ="80" body="true" health="100"/>
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@@ -9,6 +9,7 @@
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lifetime="2"
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growtime ="0.2"
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collideswithwalls="true"
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collisionradius="30.0"
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velocitychange="0.0, -9.8">
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<sprite texture="Content/Particles/spatter.png" sourcerect="0,0,128,128"/>
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<sprite texture="Content/Particles/spatter.png" sourcerect="128,0,128,128"/>
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@@ -196,9 +196,7 @@ namespace Barotrauma
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Limb rightLeg = GetLimb(LimbType.RightLeg);
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if (character.SelectedCharacter != null) DragCharacter(character.SelectedCharacter);
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float getUpSpeed = 0.3f;
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float walkCycleSpeed = head.LinearVelocity.X * walkAnimSpeed;
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if (stairs != null)
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@@ -261,7 +259,7 @@ namespace Barotrauma
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if (!onGround || (LowestLimb.SimPosition.Y - floorY > 0.5f && stairs == null)) return;
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getUpSpeed = getUpSpeed * (head.SimPosition.Y - colliderPos.Y);
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getUpSpeed = getUpSpeed * Math.Max(head.SimPosition.Y - colliderPos.Y, 0.1f);
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if (stairs != null)
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{
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@@ -53,7 +53,7 @@ namespace Barotrauma
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frame.Color = Color.White * 0.4f;
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frame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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listBox = new GUIListBox(new Rectangle(0,0,0, frame.Rect.Height-40), Color.Black*0.8f, null, frame);
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listBox = new GUIListBox(new Rectangle(0,0,0, frame.Rect.Height-40), Color.Black*0.9f, null, frame);
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textBox = new GUITextBox(new Rectangle(0,0,0,20), Color.Black*0.6f, Color.White, Alignment.BottomLeft, Alignment.Left, null, frame);
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NewMessage("Press F3 to open/close the debug console", Color.Cyan);
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@@ -197,7 +197,7 @@ namespace Barotrauma
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//how fast the sub is moving, scaled to 0.0 -> 1.0
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float movementFactor = 0.0f;
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if (Submarine.Loaded!=null)
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if (Submarine.Loaded != null)
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{
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movementFactor = (Submarine.Loaded.Speed == Vector2.Zero) ? 0.0f : Submarine.Loaded.Speed.Length() / 500.0f;
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@@ -1,4 +1,34 @@
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---------------------------------------------------------------------------------------------------------
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v0.2.6
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---------------------------------------------------------------------------------------------------------
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Multiplayer:
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- major changes to the networking code: better lag compensation, more reliable item/character
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syncing, lower bandwidth consumption
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- spectator mode
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Submarine:
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- overloading the electrical grid or the reactor may cause fires
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Characters:
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- blood texture drawn on damaged limbs
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- fixed limbs clipping through walls
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- some new head sprites
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Items:
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- underwater scooters
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- water detector
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- jumpsuits for engineers and mechanics
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- new artifact with an effect that makes retrieving it much harder
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- less obtrusive ''fow effect'' when wearing a diving suit or a mask
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- fire extinguishers
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- some new sprites
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Misc:
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- fixed placing ladders and labels in sub editor
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- fixed a couple of game-crashing bugs in submarine saving
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---------------------------------------------------------------------------------------------------------
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v0.2.5
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---------------------------------------------------------------------------------------------------------
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