v1.12.6.2 (Spring Update 2026)
This commit is contained in:
@@ -685,7 +685,7 @@ namespace Barotrauma
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{
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movement = MathUtils.SmoothStep(movement, TargetMovement, 0.2f);
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if (Collider.BodyType == BodyType.Dynamic)
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if (Collider.BodyType == BodyType.Dynamic && onGround)
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{
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Collider.LinearVelocity = new Vector2(
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movement.X,
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@@ -30,6 +30,7 @@ namespace Barotrauma
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{
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public Fixture F1, F2;
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public Vector2 LocalNormal;
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public Vector2 WorldNormal;
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public Vector2 Velocity;
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public Vector2 ImpactPos;
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@@ -39,7 +40,7 @@ namespace Barotrauma
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F2 = f2;
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Velocity = velocity;
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LocalNormal = contact.Manifold.LocalNormal;
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contact.GetWorldManifold(out _, out FarseerPhysics.Common.FixedArray2<Vector2> points);
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contact.GetWorldManifold(out WorldNormal, out FarseerPhysics.Common.FixedArray2<Vector2> points);
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ImpactPos = points[0];
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}
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}
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@@ -826,7 +827,7 @@ namespace Barotrauma
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return true;
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}
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private void ApplyImpact(Fixture f1, Fixture f2, Vector2 localNormal, Vector2 impactPos, Vector2 velocity)
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private void ApplyImpact(Fixture f1, Fixture f2, Vector2 worldNormal, Vector2 impactPos, Vector2 velocity)
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{
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if (character.DisableImpactDamageTimer > 0.0f) { return; }
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@@ -838,7 +839,7 @@ namespace Barotrauma
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return;
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}
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Vector2 normal = localNormal;
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Vector2 normal = worldNormal;
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float impact = Vector2.Dot(velocity, -normal);
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if (f1.Body == Collider.FarseerBody || !Collider.Enabled)
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{
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@@ -1069,9 +1070,12 @@ namespace Barotrauma
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}
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Hull newHull = Hull.FindHull(findPos, currentHull);
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if (setInWater && newHull == null)
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if (setInWater)
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{
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inWater = true;
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if (newHull == null || findPos.Y < newHull.WorldSurface)
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{
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inWater = true;
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}
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}
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if (newHull == currentHull) { return; }
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@@ -1114,7 +1118,10 @@ namespace Barotrauma
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{
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//don't teleport out yet if the character is going through a gap
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if (Gap.FindAdjacent(Gap.GapList.Where(g => g.Submarine == currentHull.Submarine), findPos, 150.0f, allowRoomToRoom: true) != null) { return; }
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if (Limbs.Any(l => Gap.FindAdjacent(currentHull.ConnectedGaps, l.WorldPosition, ConvertUnits.ToDisplayUnits(l.body.GetSize().Combine()), allowRoomToRoom: true) != null)) { return; }
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if (Limbs.Any(l => !l.IsSevered && Gap.FindAdjacent(currentHull.ConnectedGaps, l.WorldPosition, ConvertUnits.ToDisplayUnits(l.body.GetSize().Combine()), allowRoomToRoom: true) != null))
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{
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return;
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}
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character.MemLocalState?.Clear();
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Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position), currentHull.Submarine.Velocity);
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}
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@@ -1246,6 +1253,9 @@ namespace Barotrauma
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private float BodyInRestDelay = 1.0f;
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/// <summary>
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/// Controls the sleeping state of this character
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/// </summary>
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public bool BodyInRest
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{
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get { return bodyInRestTimer > BodyInRestDelay; }
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@@ -1269,7 +1279,7 @@ namespace Barotrauma
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while (impactQueue.Count > 0)
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{
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var impact = impactQueue.Dequeue();
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ApplyImpact(impact.F1, impact.F2, impact.LocalNormal, impact.ImpactPos, impact.Velocity);
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ApplyImpact(impact.F1, impact.F2, impact.WorldNormal, impact.ImpactPos, impact.Velocity);
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}
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CheckValidity();
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@@ -1312,9 +1322,18 @@ namespace Barotrauma
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}
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float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
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Collider.LinearVelocity = new Vector2(
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NetConfig.Quantize(Collider.LinearVelocity.X, -MaxVel, MaxVel, 12),
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NetConfig.Quantize(Collider.LinearVelocity.Y, -MaxVel, MaxVel, 12));
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if (GameMain.NetworkMember != null)
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{
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Collider.LinearVelocity = new Vector2(
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NetConfig.Quantize(Collider.LinearVelocity.X, -MaxVel, MaxVel, 12),
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NetConfig.Quantize(Collider.LinearVelocity.Y, -MaxVel, MaxVel, 12));
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}
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else
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{
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Collider.LinearVelocity = new Vector2(
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MathHelper.Clamp(Collider.LinearVelocity.X, -MaxVel, MaxVel),
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MathHelper.Clamp(Collider.LinearVelocity.Y, -MaxVel, MaxVel));
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}
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if (forceStanding)
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{
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@@ -1368,9 +1387,19 @@ namespace Barotrauma
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UpdateHullFlowForces(deltaTime);
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if (currentHull == null ||
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bool applyWaterForces =
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currentHull == null ||
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currentHull.WaterVolume > currentHull.Volume * 0.95f ||
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ConvertUnits.ToSimUnits(currentHull.Surface) > Collider.SimPosition.Y)
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ConvertUnits.ToSimUnits(currentHull.Surface) > Collider.SimPosition.Y;
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#if CLIENT
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if (Screen.Selected is CharacterEditor.CharacterEditorScreen &&
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this is AnimController animController)
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{
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applyWaterForces = animController.CurrentAnimationParams is SwimParams;
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}
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#endif
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if (applyWaterForces)
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{
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Collider.ApplyWaterForces();
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}
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@@ -1460,10 +1489,10 @@ namespace Barotrauma
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else
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{
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// Falling -> ragdoll briefly if we are not moving at all, because we are probably stuck.
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if (Collider.LinearVelocity == Vector2.Zero && !character.IsRemotePlayer)
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if (Collider.LinearVelocity == Vector2.Zero && GameMain.NetworkMember is not { IsClient: true })
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{
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character.IsRagdolled = true;
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if (character.IsBot)
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if (!character.IsPlayer)
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{
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// Seems to work without this on player controlled characters -> not sure if we should call it always or just for the bots.
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character.SetInput(InputType.Ragdoll, hit: false, held: true);
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@@ -1823,7 +1852,13 @@ namespace Barotrauma
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{
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floorFixture = standOnFloorFixture;
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standOnFloorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * standOnFloorFraction;
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if (rayStart.Y - standOnFloorY < Collider.Height * 0.5f + Collider.Radius + ColliderHeightFromFloor * 1.2f)
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//allow the floor to be just a bit below the bottom of the collider for the character to be "on ground"
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//there is some inaccuracy in the physics simulation (and floats), the collider isn't usually precisely ColliderHeightFromFloor above the floor
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const float Tolerance = 0.1f;
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float standHeight = Collider.Height * 0.5f + Collider.Radius + ColliderHeightFromFloor;
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if (rayStart.Y - standOnFloorY <= standHeight + Tolerance)
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{
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onGround = true;
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if (standOnFloorFixture.CollisionCategories == Physics.CollisionStairs)
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