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:
@@ -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" />
|
||||||
|
|||||||
@@ -23,7 +23,8 @@
|
|||||||
|
|
||||||
<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"/>
|
||||||
|
|||||||
@@ -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=""
|
||||||
|
|||||||
@@ -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")]
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|||||||
@@ -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);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
------------------------------------------------------------------------
|
------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user