v0.5.3.1
This commit is contained in:
@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.5.2.0")]
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[assembly: AssemblyVersion("0.5.3.1")]
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[assembly: AssemblyFileVersion("0.5.2.0")]
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[assembly: AssemblyFileVersion("0.5.3.1")]
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@@ -1094,7 +1094,11 @@ namespace Barotrauma
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}
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}
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else
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else
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{
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{
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collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement);
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if (character.MemPos.Count > 0)
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{
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collider.LinearVelocity = Vector2.Zero;
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collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement);
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}
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}
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}
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}
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}
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@@ -2102,6 +2102,8 @@ namespace Barotrauma
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else
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else
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{
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{
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cursorPosition = Position + new Vector2(1000.0f, 0.0f) * dir;
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cursorPosition = Position + new Vector2(1000.0f, 0.0f) * dir;
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AnimController.TargetDir = dir < 0 ? Direction.Left : Direction.Right;
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}
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}
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int index = 0;
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int index = 0;
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@@ -211,7 +211,7 @@ namespace Barotrauma
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: base(sp, submarine)
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: base(sp, submarine)
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{
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{
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if (rectangle.Width == 0 || rectangle.Height == 0) return;
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if (rectangle.Width == 0 || rectangle.Height == 0) return;
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System.Diagnostics.Debug.Assert(rect.Width > 0 && rect.Height > 0);
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System.Diagnostics.Debug.Assert(rectangle.Width > 0 && rectangle.Height > 0);
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rect = rectangle;
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rect = rectangle;
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prefab = sp;
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prefab = sp;
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@@ -1,3 +1,57 @@
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---------------------------------------------------------------------------------------------------------
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v0.5.3.1
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---------------------------------------------------------------------------------------------------------
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- fixed monster movement!
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---------------------------------------------------------------------------------------------------------
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v0.5.3.0
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---------------------------------------------------------------------------------------------------------
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Multiplayer:
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- submarine vs submarine missions
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- server hosts can disable spawning of certain characters
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- server hosts can have subs spawn with additional items
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Changes to ragdoll movement/animation logic:
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- movement is now controlled by a single invisible physics body which the rest of the ragdoll follows
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- character position syncing is now more accurate and there's less "teleporting"
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- characters are less likely to take impact damage by stumbling in stairs
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- (+ makes working on the new improved netcode much easier)
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- ladders can be slid down by holding the sprint key
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Submarine Editor:
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- zoom now works relative to the mouse's position rather than the center of the screen
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- fixed selection rectangle not being visible when dragging from bottom right to top left
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- rectangles now have line widths dependent on the camera zoom (lines are still visible after zooming out)
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Items:
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- added a particle trail to railgun shells
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- added dim emergency lights which require no power
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- a "glow effect" when moving items between inventory slots
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- option to select which location the autopilot should navigate to
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- fabricator UI shows item descriptions and items that can't be fabricated are grayed out
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Bugfixes:
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- attempt to fix "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE" errors on startup
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- fixed water flow sounds taking up all the audio channels and preventing other sounds from playing
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when the sub is heavily flooded
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- the start button in the server lobby is re-enabled and autorestart countdown is reset if starting
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a new round fails for whatever reason
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- the colliders of the ice walls match the shape of the walls more accurately
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- player-controlled monsters can damage the submarine from the outside
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- waypoint generation and pathfinding bugfixes
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Misc:
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- improved line of sight effect (instead of a solid black "fog of war", a faint image of the
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surrounding rooms can be seen through walls)
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- less ambient light, and it gets darker when diving deeper
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- a hull-specific ambient light system: light sources increase the amount of light inside rooms,
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preventing shadows from looking unnaturally dark in fully lit submarines
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- option to disable vsync
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- added a near-indestructible alien ruin wall variant - breaking through the walls with a railgun
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or a plasma cutter is not always an option anymore
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- added a parallax effect to the particles floating in the ocean
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---------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------
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v0.5.2.0
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v0.5.2.0
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---------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------
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