Release 1.10.6.0 - Autumn Update 2025 Hotfix 1

This commit is contained in:
Regalis11
2025-09-25 11:11:35 +03:00
parent bad999d5fc
commit b2d91cde7c
25 changed files with 435 additions and 226 deletions
@@ -2866,7 +2866,7 @@ namespace Barotrauma
}
contextualOrders.RemoveAll(o => !IsOrderAvailable(o));
var offsets = MathUtils.GetPointsOnCircumference(Vector2.Zero, nodeDistance, contextualOrders.Count, MathHelper.ToRadians(90f + 180f / contextualOrders.Count));
bool canCharacterBeHeard = !CanCharacterBeHeard();
bool canCharacterBeHeard = CanCharacterBeHeard();
for (int i = 0; i < contextualOrders.Count; i++)
{
var order = contextualOrders[i];
@@ -238,11 +238,11 @@ namespace Barotrauma.Items.Components
public void Spray(Character user, float deltaTime, bool applyColors)
{
Item liquidItem = liquidContainer?.Inventory.FirstOrDefault();
Item liquidItem = LiquidContainer?.Inventory.FirstOrDefault();
if (liquidItem == null) { return; }
bool isCleaning = false;
liquidColors.TryGetValue(liquidItem.Prefab.Identifier, out color);
LiquidColors.TryGetValue(liquidItem.Prefab.Identifier, out color);
if (applyColors && targetSections.Any())
{
@@ -183,7 +183,7 @@ namespace Barotrauma
networkUpdateTimer += deltaTime;
if (networkUpdateTimer > 0.2f)
{
if (!pendingSectionUpdates.Any() && !pendingDecalUpdates.Any())
if (!pendingSectorUpdates.Any() && !pendingDecalUpdates.Any())
{
//these are used to modify the amount water/fire in the hull with console commands
//they should be usable even when not controlling a character
@@ -194,11 +194,11 @@ namespace Barotrauma
GameMain.Client?.CreateEntityEvent(this, new DecalEventData(decal));
}
pendingDecalUpdates.Clear();
foreach (int pendingSectionUpdate in pendingSectionUpdates)
foreach (int pendingSectorUpdate in pendingSectorUpdates)
{
GameMain.Client?.CreateEntityEvent(this, new BackgroundSectionsEventData(pendingSectionUpdate));
GameMain.Client?.CreateEntityEvent(this, new BackgroundSectionsEventData(pendingSectorUpdate));
}
pendingSectionUpdates.Clear();
pendingSectorUpdates.Clear();
networkUpdatePending = false;
networkUpdateTimer = 0.0f;
}