(98f1dbf5e) Merge branch 'dev' into human-ai
This commit is contained in:
@@ -1116,6 +1116,8 @@ namespace Barotrauma
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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@@ -223,8 +223,10 @@ namespace Barotrauma
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}
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}
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bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
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//only humanoids can climb ladders
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if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
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if (!isDiving && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
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{
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if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item &&
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currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
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@@ -234,7 +236,7 @@ namespace Barotrauma
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}
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var collider = character.AnimController.Collider;
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if (character.IsClimbing && !character.AnimController.InWater)
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if (character.IsClimbing && !isDiving)
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{
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Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
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bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
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@@ -279,7 +281,7 @@ namespace Barotrauma
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else if (character.AnimController.InWater)
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{
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// If the character is underwater, we don't need the ladders anymore
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if (character.IsClimbing)
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if (character.IsClimbing && isDiving)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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character.SelectedConstruction = null;
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@@ -2729,6 +2729,10 @@ namespace Barotrauma
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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@@ -164,6 +164,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -614,6 +614,19 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void OnItemLoaded()
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{
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sonar = item.GetComponent<Sonar>();
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}
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public override bool Select(Character character)
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{
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if (!CanBeSelected) return false;
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user = character;
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return true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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networkUpdateTimer -= deltaTime;
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@@ -1212,6 +1212,10 @@ namespace Barotrauma
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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if (!broken)
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
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@@ -717,6 +717,25 @@ namespace Barotrauma
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}
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}
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public string DisplayName
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{
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get;
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private set;
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}
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
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}
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}
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public override Rectangle Rect
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{
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get
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@@ -162,6 +162,21 @@ namespace Barotrauma
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get { return binding; }
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}
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public void SetState()
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{
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hit = binding.IsHit();
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if (hit) hitQueue = true;
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held = binding.IsDown();
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if (held) heldQueue = true;
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}
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#endif
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public KeyOrMouse State
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{
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get { return binding; }
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}
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public void SetState()
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{
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hit = binding.IsHit();
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@@ -1,3 +1,62 @@
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---------------------------------------------------------------------------------------------------------
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v0.8.10.0
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---------------------------------------------------------------------------------------------------------
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Additions and changes:
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- Completely remade tutorials (separate tutorial for each job).
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- Added a door and hatch variants with integrated buttons.
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- New outpost graphics.
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- Added swarm behavior to crawlers.
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- Added a new mission where you have to kill a swarm of crawlers.
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- Numerous crew AI improvements.
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- Balanced item deterioration values.
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- Mineral sprites change when collected from the environment.
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- Added an option to disable directional voice chat.
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- Added automatic submarine repair option to the campaign.
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- Added "all" tab to the entity list in the submarine editor.
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- Hide the crew area, chat box and server buttons when operating a turret or searchlight.
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- Doors can be repaired with a wrench.
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- Some new lamp variants.
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- Display a progress bar when welding doors shut.
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- Items that don't give any materials when deconstructed cannot be deconstructed.
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- Added a console command that resets selected items and structures to prefab values ("resetselected").
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- Option to toggle structure drop shadows and edit the position of the shadow in the sub editor.
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- Minor physics optimizations.
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- Disable background music & ambience in the character editor.
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- More pronounced limping animation when a character's legs are injured.
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- The inventory slots next to the character portrait (ID card, uniform, etc) can be hidden.
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- Some new sound effects and background music.
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- All walls can be scaled in the submarine editor.
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- Structure damage is visualized when using debugdraw.
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- Improved font scaling on different resolutions.
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- Added Steam overlay support to Workshop.
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- Server list shows which servers have voice chat enabled.
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- Show a message box notifying respawning traitors that they're no longer a traitor.
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- Added a search bar to the store menu.
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- Added search bars to sub lists in campaign setup UI and sub editor.
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Bugfixes:
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- Don't allow rewiring and deattaching an item at the same time (happened when interacting with an item
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while holding both a screwdriver and a wrench).
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- Fixed bots being unable to complete almost any task in the multiplayer due to a bug that caused
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them to interpret the sub as another crew's submarine.
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- When spawning multiple monsters at the same time, spread them around a bit to prevent the players
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from getting attacked by a ball of overlapping crawlers.
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- Fixed huge lag spikes when a character tries to escape from an enemy but can't find a path away from it.
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- Fixed file transfer progress bars not being visible in the server lobby.
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- Fixed crashing when attempting to start a mission round with mission type set to None.
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- Fixed ElectricalDischarger electricity effect staying visible if the item breaks or the component
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is deactivated from outside (e.g. via a StatusEffect or the parent component).
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- Fixed specular maps being rendered on top of characters when outside the sub.
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- Fixed excessively bright lights around sonar flora and lava vents.
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- Fixes to item collider sizes.
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- Fixed inability to scroll through long texts in the sub editor's textboxes.
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- Fixed clients not being able to see other characters in spectator if they've died far away from the sub.
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- Fixed non-latin characters not being displayed correctly in Workshop item texts.
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- Don't prevent selecting items in the sub editor when the cursor is on a wire node, because it makes it
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very difficult (or impossible) to select small items in the wiring mode.
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- Fixed crashing when attempting to use the "spawnitem" command when a round is not running.
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---------------------------------------------------------------------------------------------------------
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v0.8.9.10
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---------------------------------------------------------------------------------------------------------
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