v0.3.4.1: Temporarily disabled water moving items, bleeding slows down automatically, buttons can be fabricated, mantises don't bleed

This commit is contained in:
Regalis
2016-03-05 11:29:48 +02:00
parent 02825782e5
commit c2a2f8374b
9 changed files with 33 additions and 12 deletions
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" ?> <?xml version="1.0" encoding="utf-8" ?>
<Character name ="mantis" humanoid="false" health="200"> <Character name ="mantis" humanoid="false" health="200" doesbleed="false">
<sound file="Content/Characters/Crawler/attack1.ogg" state="Attack" range="500"/> <sound file="Content/Characters/Crawler/attack1.ogg" state="Attack" range="500"/>
<sound file="Content/Characters/Crawler/attack2.ogg" state="Attack" range="500"/> <sound file="Content/Characters/Crawler/attack2.ogg" state="Attack" range="500"/>
@@ -9,7 +9,7 @@
<ragdoll headposition="120" headangle="-90" <ragdoll headposition="120" headangle="-90"
waveamplitude="50.0" wavelength="2500" waveamplitude="50.0" wavelength="2500"
swimspeed="2.0" walkspeed="1.5" swimspeed="2.0" walkspeed="1.0"
stepsize ="20.0,20.0" stepsize ="20.0,20.0"
legtorque="10" legtorque="10"
footrotation ="180.0" footrotation ="180.0"
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" ?> <?xml version="1.0" encoding="utf-8" ?>
<Character name ="tigerthresher" humanoid="false" health="300.0"> <Character name ="tigerthresher" humanoid="false" health="300.0" bleedingdecreasespeed="0.1">
<sound file="Content/Characters/Scorpion/scorpionattack1.ogg" state="Attack" /> <sound file="Content/Characters/Scorpion/scorpionattack1.ogg" state="Attack" />
<sound file="Content/Characters/Scorpion/scorpionidle1.ogg" state="None" /> <sound file="Content/Characters/Scorpion/scorpionidle1.ogg" state="None" />
@@ -24,6 +24,7 @@
<fabricableitem name="Railgun Shell" requireditems="Steel Bar, Steel Bar, Polycarbonate Bar" requiredtime="20"/> <fabricableitem name="Railgun Shell" requireditems="Steel Bar, Steel Bar, Polycarbonate Bar" requiredtime="20"/>
<fabricableitem name="Nuclear Shell" requireditems="Steel Bar, Steel Bar, Uranium Bar, Polycarbonate Bar" requiredtime="30"/> <fabricableitem name="Nuclear Shell" requireditems="Steel Bar, Steel Bar, Uranium Bar, Polycarbonate Bar" requiredtime="30"/>
<fabricableitem name="Button" requireditems="Steel Bar, FPGA Circuit" requiredtime="10"/>
<fabricableitem name="And Component" requireditems="Steel Bar, FPGA Circuit" requiredtime="10"/> <fabricableitem name="And Component" requireditems="Steel Bar, FPGA Circuit" requiredtime="10"/>
<fabricableitem name="Or Component" requireditems="Steel Bar, FPGA Circuit" requiredtime="10"/> <fabricableitem name="Or Component" requireditems="Steel Bar, FPGA Circuit" requiredtime="10"/>
<fabricableitem name="Not Component" requireditems="Steel Bar, FPGA Circuit" requiredtime="10"/> <fabricableitem name="Not Component" requireditems="Steel Bar, FPGA Circuit" requiredtime="10"/>
+1
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@@ -11,6 +11,7 @@
characterfile="Content/Characters/TigerThresher/tigerthresher.xml" characterfile="Content/Characters/TigerThresher/tigerthresher.xml"
commonness="10" commonness="10"
difficulty="30" difficulty="30"
minamount="1" maxamount="3"
musictype="monster"/> musictype="monster"/>
<MonsterEvent name="Under attack" description="" <MonsterEvent name="Under attack" description=""
+2 -2
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@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
// You can specify all the values or you can default the Build and Revision Numbers // You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below: // by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")] // [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.3.4.0")] [assembly: AssemblyVersion("0.3.4.1")]
[assembly: AssemblyFileVersion("0.3.4.0")] [assembly: AssemblyFileVersion("0.3.4.1")]
+10 -1
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@@ -288,6 +288,12 @@ namespace Barotrauma
private set; private set;
} }
public float BleedingDecreaseSpeed
{
get;
private set;
}
public float PressureTimer public float PressureTimer
{ {
@@ -451,6 +457,7 @@ namespace Barotrauma
health = maxHealth; health = maxHealth;
DoesBleed = ToolBox.GetAttributeBool(doc.Root, "doesbleed", true); DoesBleed = ToolBox.GetAttributeBool(doc.Root, "doesbleed", true);
BleedingDecreaseSpeed = ToolBox.GetAttributeFloat(doc.Root, "bleedingdecreasespeed", 0.05f);
needsAir = ToolBox.GetAttributeBool(doc.Root, "needsair", false); needsAir = ToolBox.GetAttributeBool(doc.Root, "needsair", false);
drowningTime = ToolBox.GetAttributeFloat(doc.Root, "drowningtime", 10.0f); drowningTime = ToolBox.GetAttributeFloat(doc.Root, "drowningtime", 10.0f);
@@ -1036,7 +1043,9 @@ namespace Barotrauma
PressureProtection -= deltaTime*100.0f; PressureProtection -= deltaTime*100.0f;
} }
Health -= bleeding*deltaTime; Health -= bleeding * deltaTime;
Bleeding -= BleedingDecreaseSpeed * deltaTime;
if (health <= 0.0f) Kill(CauseOfDeath.Bloodloss, false); if (health <= 0.0f) Kill(CauseOfDeath.Bloodloss, false);
if (!IsDead) LockHands = false; if (!IsDead) LockHands = false;
+5 -2
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@@ -642,8 +642,11 @@ namespace Barotrauma
body.ResetDynamics(); body.ResetDynamics();
} }
body.ApplyForce(buoyancy - body.LinearVelocity * volume); body.ApplyForce(buoyancy - body.LinearVelocity * volume);
if(CurrentHull != null)
CurrentHull.HandleItems(deltaTime, this); //TODO: make sure items stay in sync between clients before letting flowing water move items
//if(CurrentHull != null)
// CurrentHull.HandleItems(deltaTime, this);
//apply simple angular drag //apply simple angular drag
body.ApplyTorque(body.AngularVelocity * volume * -0.05f); body.ApplyTorque(body.AngularVelocity * volume * -0.05f);
} }
+7 -1
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@@ -5,8 +5,14 @@ v0.3.4.1
- fixed a major bug in the networking code, which caused the server to incorrectly determine the order - fixed a major bug in the networking code, which caused the server to incorrectly determine the order
of messages received from different clients and discard valid messages of messages received from different clients and discard valid messages
- fixed levels with the same seed appearing different between the Linux and Windows versions - fixed levels with the same seed appearing different between the Linux and Windows versions
- creatures spawned using the console are synced with clients
- password prompt for password-protected private servers - password prompt for password-protected private servers
- holes in the walls can be seen through
- bleeding gradually slows down - making an enemy bleed isn't a guaranteed kill anymore
- mantises don't bleed
- fixed crashing when swapping some specific equipped items with another item in the inventory
- fixed deconstructor, fabricator and railgun connection panels closing immediately after opening
- fixed newly created subs being saved to the root folder instead of the Submarines folder
--------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------
v0.3.4.0 v0.3.4.0
+3 -2
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@@ -43,8 +43,9 @@ Protocol: UDP
Credits: Credits:
------------------------------------------------------------------------ ------------------------------------------------------------------------
Programming, graphics, sounds, game design - Joonas Rikkonen ("Regalis") Programming, graphics, sounds, game design - Joonas Rikkonen ("Regalis")
Graphics - James Bear ("Moonsaber99") Graphics - James Bear ("Moonsaber99")
Programming - Sebastian Broberg
------------------------------------------------------------------------ ------------------------------------------------------------------------