Build 1.1.4.0
This commit is contained in:
@@ -425,6 +425,10 @@ namespace Barotrauma
|
||||
{
|
||||
CheatsEnabled = true;
|
||||
SteamAchievementManager.CheatsEnabled = true;
|
||||
if (GameMain.GameSession?.Campaign is CampaignMode campaign)
|
||||
{
|
||||
campaign.CheatsEnabled = true;
|
||||
}
|
||||
NewMessage("Enabled cheat commands.", Color.Red);
|
||||
#if USE_STEAM
|
||||
NewMessage("Steam achievements have been disabled during this play session.", Color.Red);
|
||||
@@ -639,7 +643,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Submarine.MainSub == null) { return; }
|
||||
MapEntity.SelectedList.Clear();
|
||||
MapEntity.mapEntityList.ForEach(me => me.IsHighlighted = false);
|
||||
MapEntity.ClearHighlightedEntities();
|
||||
WikiImage.Create(Submarine.MainSub);
|
||||
}));
|
||||
|
||||
@@ -752,7 +756,7 @@ namespace Barotrauma
|
||||
state = !GameMain.LightManager.LosEnabled;
|
||||
}
|
||||
GameMain.LightManager.LosEnabled = state;
|
||||
NewMessage("Line of sight effect " + (GameMain.LightManager.LosEnabled ? "enabled" : "disabled"), Color.White);
|
||||
NewMessage("Line of sight effect " + (GameMain.LightManager.LosEnabled ? "enabled" : "disabled"), Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("los", false);
|
||||
|
||||
@@ -763,7 +767,7 @@ namespace Barotrauma
|
||||
state = !GameMain.LightManager.LightingEnabled;
|
||||
}
|
||||
GameMain.LightManager.LightingEnabled = state;
|
||||
NewMessage("Lighting " + (GameMain.LightManager.LightingEnabled ? "enabled" : "disabled"), Color.White);
|
||||
NewMessage("Lighting " + (GameMain.LightManager.LightingEnabled ? "enabled" : "disabled"), Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("lighting|lights", false);
|
||||
|
||||
@@ -781,7 +785,7 @@ namespace Barotrauma
|
||||
hull.OriginalAmbientLight = null;
|
||||
}
|
||||
}
|
||||
NewMessage("Restored all hull ambient lights", Color.White);
|
||||
NewMessage("Restored all hull ambient lights", Color.Yellow);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -803,11 +807,11 @@ namespace Barotrauma
|
||||
|
||||
if (add)
|
||||
{
|
||||
NewMessage($"Set ambient light color to {color}.", Color.White);
|
||||
NewMessage($"Set ambient light color to {color}.", Color.Yellow);
|
||||
}
|
||||
else
|
||||
{
|
||||
NewMessage($"Increased ambient light by {color}.", Color.White);
|
||||
NewMessage($"Increased ambient light by {color}.", Color.Yellow);
|
||||
}
|
||||
});
|
||||
AssignRelayToServer("ambientlight", false);
|
||||
@@ -1124,7 +1128,18 @@ namespace Barotrauma
|
||||
state = !GameMain.DebugDraw;
|
||||
}
|
||||
GameMain.DebugDraw = state;
|
||||
NewMessage("Debug draw mode " + (GameMain.DebugDraw ? "enabled" : "disabled"), Color.White);
|
||||
NewMessage("Debug draw mode " + (GameMain.DebugDraw ? "enabled" : "disabled"), Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("debugdraw", false);
|
||||
|
||||
AssignOnExecute("debugdrawlos", (string[] args) =>
|
||||
{
|
||||
if (args.None() || !bool.TryParse(args[0], out bool state))
|
||||
{
|
||||
state = !GameMain.LightManager.DebugLos;
|
||||
}
|
||||
GameMain.LightManager.DebugLos = state;
|
||||
NewMessage("Los debug draw mode " + (GameMain.LightManager.DebugLos ? "enabled" : "disabled"), Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("debugdraw", false);
|
||||
|
||||
@@ -1146,7 +1161,7 @@ namespace Barotrauma
|
||||
GameMain.LightManager.LosEnabled = true;
|
||||
GameMain.LightManager.LosAlpha = 1f;
|
||||
}
|
||||
NewMessage("Dev mode " + (GameMain.DevMode ? "enabled" : "disabled"), Color.White);
|
||||
NewMessage("Dev mode " + (GameMain.DevMode ? "enabled" : "disabled"), Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("devmode", false);
|
||||
|
||||
@@ -1157,7 +1172,7 @@ namespace Barotrauma
|
||||
state = !TextManager.DebugDraw;
|
||||
}
|
||||
TextManager.DebugDraw = state;
|
||||
NewMessage("Localization debug draw mode " + (TextManager.DebugDraw ? "enabled" : "disabled"), Color.White);
|
||||
NewMessage("Localization debug draw mode " + (TextManager.DebugDraw ? "enabled" : "disabled"), Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("debugdraw", false);
|
||||
|
||||
@@ -1170,19 +1185,19 @@ namespace Barotrauma
|
||||
var config = GameSettings.CurrentConfig;
|
||||
config.Audio.DisableVoiceChatFilters = state;
|
||||
GameSettings.SetCurrentConfig(config);
|
||||
NewMessage("Voice chat filters " + (GameSettings.CurrentConfig.Audio.DisableVoiceChatFilters ? "disabled" : "enabled"), Color.White);
|
||||
NewMessage("Voice chat filters " + (GameSettings.CurrentConfig.Audio.DisableVoiceChatFilters ? "disabled" : "enabled"), Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("togglevoicechatfilters", false);
|
||||
|
||||
commands.Add(new Command("fpscounter", "fpscounter: Toggle the FPS counter.", (string[] args) =>
|
||||
{
|
||||
GameMain.ShowFPS = !GameMain.ShowFPS;
|
||||
NewMessage("FPS counter " + (GameMain.DebugDraw ? "enabled" : "disabled"), Color.White);
|
||||
NewMessage("FPS counter " + (GameMain.DebugDraw ? "enabled" : "disabled"), Color.Yellow);
|
||||
}));
|
||||
commands.Add(new Command("showperf", "showperf: Toggle performance statistics on/off.", (string[] args) =>
|
||||
{
|
||||
GameMain.ShowPerf = !GameMain.ShowPerf;
|
||||
NewMessage("Performance statistics " + (GameMain.ShowPerf ? "enabled" : "disabled"), Color.White);
|
||||
NewMessage("Performance statistics " + (GameMain.ShowPerf ? "enabled" : "disabled"), Color.Yellow);
|
||||
}));
|
||||
|
||||
AssignOnClientExecute("netstats", (string[] args) =>
|
||||
@@ -1194,55 +1209,55 @@ namespace Barotrauma
|
||||
commands.Add(new Command("hudlayoutdebugdraw|debugdrawhudlayout", "hudlayoutdebugdraw: Toggle the debug drawing mode of HUD layout areas on/off.", (string[] args) =>
|
||||
{
|
||||
HUDLayoutSettings.DebugDraw = !HUDLayoutSettings.DebugDraw;
|
||||
NewMessage("HUD layout debug draw mode " + (HUDLayoutSettings.DebugDraw ? "enabled" : "disabled"), Color.White);
|
||||
NewMessage("HUD layout debug draw mode " + (HUDLayoutSettings.DebugDraw ? "enabled" : "disabled"), Color.Yellow);
|
||||
}));
|
||||
|
||||
commands.Add(new Command("interactdebugdraw|debugdrawinteract", "interactdebugdraw: Toggle the debug drawing mode of item interaction ranges on/off.", (string[] args) =>
|
||||
{
|
||||
Character.DebugDrawInteract = !Character.DebugDrawInteract;
|
||||
NewMessage("Interact debug draw mode " + (Character.DebugDrawInteract ? "enabled" : "disabled"), Color.White);
|
||||
NewMessage("Interact debug draw mode " + (Character.DebugDrawInteract ? "enabled" : "disabled"), Color.Yellow);
|
||||
}, isCheat: true));
|
||||
|
||||
AssignOnExecute("togglehud|hud", (string[] args) =>
|
||||
{
|
||||
GUI.DisableHUD = !GUI.DisableHUD;
|
||||
GameMain.Instance.IsMouseVisible = !GameMain.Instance.IsMouseVisible;
|
||||
NewMessage(GUI.DisableHUD ? "Disabled HUD" : "Enabled HUD", Color.White);
|
||||
NewMessage(GUI.DisableHUD ? "Disabled HUD" : "Enabled HUD", Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("togglehud|hud", false);
|
||||
|
||||
AssignOnExecute("toggleupperhud", (string[] args) =>
|
||||
{
|
||||
GUI.DisableUpperHUD = !GUI.DisableUpperHUD;
|
||||
NewMessage(GUI.DisableUpperHUD ? "Disabled upper HUD" : "Enabled upper HUD", Color.White);
|
||||
NewMessage(GUI.DisableUpperHUD ? "Disabled upper HUD" : "Enabled upper HUD", Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("toggleupperhud", false);
|
||||
|
||||
AssignOnExecute("toggleitemhighlights", (string[] args) =>
|
||||
{
|
||||
GUI.DisableItemHighlights = !GUI.DisableItemHighlights;
|
||||
NewMessage(GUI.DisableItemHighlights ? "Disabled item highlights" : "Enabled item highlights", Color.White);
|
||||
NewMessage(GUI.DisableItemHighlights ? "Disabled item highlights" : "Enabled item highlights", Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("toggleitemhighlights", false);
|
||||
|
||||
AssignOnExecute("togglecharacternames", (string[] args) =>
|
||||
{
|
||||
GUI.DisableCharacterNames = !GUI.DisableCharacterNames;
|
||||
NewMessage(GUI.DisableCharacterNames ? "Disabled character names" : "Enabled character names", Color.White);
|
||||
NewMessage(GUI.DisableCharacterNames ? "Disabled character names" : "Enabled character names", Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("togglecharacternames", false);
|
||||
|
||||
AssignOnExecute("followsub", (string[] args) =>
|
||||
{
|
||||
Camera.FollowSub = !Camera.FollowSub;
|
||||
NewMessage(Camera.FollowSub ? "Set the camera to follow the closest submarine" : "Disabled submarine following.", Color.White);
|
||||
NewMessage(Camera.FollowSub ? "Set the camera to follow the closest submarine" : "Disabled submarine following.", Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("followsub", false);
|
||||
|
||||
AssignOnExecute("toggleaitargets|aitargets", (string[] args) =>
|
||||
{
|
||||
AITarget.ShowAITargets = !AITarget.ShowAITargets;
|
||||
NewMessage(AITarget.ShowAITargets ? "Enabled AI target drawing" : "Disabled AI target drawing", Color.White);
|
||||
NewMessage(AITarget.ShowAITargets ? "Enabled AI target drawing" : "Disabled AI target drawing", Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("toggleaitargets|aitargets", false);
|
||||
|
||||
@@ -1264,10 +1279,36 @@ namespace Barotrauma
|
||||
GameMain.LightManager.LosEnabled = true;
|
||||
GameMain.LightManager.LosAlpha = 1f;
|
||||
}
|
||||
NewMessage(HumanAIController.debugai ? "AI debug info visible" : "AI debug info hidden", Color.White);
|
||||
NewMessage(HumanAIController.debugai ? "AI debug info visible" : "AI debug info hidden", Color.Yellow);
|
||||
});
|
||||
AssignRelayToServer("debugai", false);
|
||||
|
||||
AssignOnExecute("showmonsters", (string[] args) =>
|
||||
{
|
||||
CreatureMetrics.UnlockAll = true;
|
||||
CreatureMetrics.Save();
|
||||
NewMessage("All monsters are now visible in the character editor.", Color.Yellow);
|
||||
if (Screen.Selected == GameMain.CharacterEditorScreen)
|
||||
{
|
||||
GameMain.CharacterEditorScreen.Deselect();
|
||||
GameMain.CharacterEditorScreen.Select();
|
||||
}
|
||||
});
|
||||
AssignRelayToServer("showmonsters", false);
|
||||
|
||||
AssignOnExecute("hidemonsters", (string[] args) =>
|
||||
{
|
||||
CreatureMetrics.UnlockAll = false;
|
||||
CreatureMetrics.Save();
|
||||
NewMessage("All monsters that haven't yet been encountered in the game are now hidden in the character editor.", Color.Yellow);
|
||||
if (Screen.Selected == GameMain.CharacterEditorScreen)
|
||||
{
|
||||
GameMain.CharacterEditorScreen.Deselect();
|
||||
GameMain.CharacterEditorScreen.Select();
|
||||
}
|
||||
});
|
||||
AssignRelayToServer("hidemonsters", false);
|
||||
|
||||
AssignRelayToServer("water|editwater", false);
|
||||
AssignRelayToServer("fire|editfire", false);
|
||||
|
||||
@@ -2833,7 +2874,7 @@ namespace Barotrauma
|
||||
NewMessage("Valid ranks are:", Color.White);
|
||||
foreach (PermissionPreset permissionPreset in PermissionPreset.List)
|
||||
{
|
||||
NewMessage(" - " + permissionPreset.Name, Color.White);
|
||||
NewMessage(" - " + permissionPreset.DisplayName, Color.White);
|
||||
}
|
||||
ShowQuestionPrompt("Rank to grant to client " + args[0] + "?", (rank) =>
|
||||
{
|
||||
@@ -2991,7 +3032,7 @@ namespace Barotrauma
|
||||
ThrowError($"Could not find the location type \"{args[0]}\".");
|
||||
return;
|
||||
}
|
||||
GameMain.GameSession.Campaign.Map.CurrentLocation.ChangeType(locationType);
|
||||
GameMain.GameSession.Campaign.Map.CurrentLocation.ChangeType(GameMain.GameSession.Campaign, locationType);
|
||||
},
|
||||
() =>
|
||||
{
|
||||
@@ -3319,6 +3360,11 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
NewMessage("Level seed: " + Level.Loaded.Seed);
|
||||
NewMessage("Level generation params: " + Level.Loaded.GenerationParams.Identifier);
|
||||
NewMessage("Adjacent locations: " + (Level.Loaded.StartLocation?.Type.Identifier ?? "none".ToIdentifier()) + ", " + (Level.Loaded.StartLocation?.Type.Identifier ?? "none".ToIdentifier()));
|
||||
NewMessage("Mirrored: " + Level.Loaded.Mirrored);
|
||||
NewMessage("Level size: " + Level.Loaded.Size.X + "x" + Level.Loaded.Size.Y);
|
||||
NewMessage("Minimum main path width: " + (Level.Loaded.LevelData?.MinMainPathWidth?.ToString() ?? "unknown"));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user