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
@@ -59,6 +59,8 @@ namespace Barotrauma
private float higherSurface;
private float lowerSurface;
private float waterFlowThisFrame;
private Vector2 lerpedFlowForce;
//if set to true, hull connections of this gap won't be updated when changes are being done to hulls
@@ -503,6 +505,7 @@ namespace Barotrauma
delta = Math.Min(delta, hull1.Volume * Hull.MaxCompress - hull1.WaterVolume);
hull1.WaterVolume += delta;
hull2.WaterVolume -= delta;
waterFlowThisFrame += delta;
if (hull1.WaterVolume > hull1.Volume)
{
hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + hull2.Pressure+subOffset.Y) / 2);
@@ -529,7 +532,7 @@ namespace Barotrauma
{
hull2.Pressure = Math.Max(hull2.Pressure, ((hull1.Pressure-subOffset.Y) + hull2.Pressure) / 2);
}
waterFlowThisFrame += delta;
flowForce = new Vector2(delta * (float)(Timing.Step / deltaTime), 0.0f);
}
@@ -569,6 +572,7 @@ namespace Barotrauma
delta = Math.Max(delta, 0.0f);
hull1.WaterVolume += delta;
hull2.WaterVolume -= delta;
waterFlowThisFrame += delta;
flowForce = new Vector2(
0.0f,
@@ -597,6 +601,7 @@ namespace Barotrauma
}
hull1.WaterVolume -= delta;
hull2.WaterVolume += delta;
waterFlowThisFrame += delta;
flowForce = new Vector2(
hull1.WaveY[hull1.GetWaveIndex(rect.X)] - hull1.WaveY[hull1.GetWaveIndex(rect.Right)],
@@ -734,6 +739,11 @@ namespace Barotrauma
return (linkedTo[0] == hull1 ? linkedTo[1] : linkedTo[0]) as Hull;
}
public void ResetWaterFlowThisFrame()
{
waterFlowThisFrame = 0.0f;
}
private static readonly HashSet<Hull> checkedHulls = new HashSet<Hull>();
/// <summary>
@@ -758,10 +768,24 @@ namespace Barotrauma
const float decay = 0.95f;
maxFlow = Math.Min(maxFlow, gap.GetWaterFlowFromOutside(targetHull, deltaTime, ignoreCurrentWater: true)) * decay;
//if the hulls are not linked (i.e. not parts of the same room), limit the flow a bit
var sourceHull = gap.GetOtherLinkedHull(targetHull);
if (sourceHull != null && !sourceHull.linkedTo.Contains(targetHull))
{
maxFlow *= 0.5f;
}
//take the amount of water that has already passed through this gap into account
//(if there's multiple leaks to the outside recursively passing water through the same gap, the flow should not go above the maximum flow through this gap)
maxFlow -= gap.waterFlowThisFrame;
if (maxFlow <= 0.001f) { return; }
checkedHulls.Add(targetHull);
gap.waterFlowThisFrame += maxFlow;
//don't multiply by deltatime here, we already did that in GetWaterFlowFromOutside
targetHull.WaterVolume += maxFlow;
//lerp lethal pressure up very fast