This commit is contained in:
Evil Factory
2025-12-18 08:15:42 -03:00
14 changed files with 47 additions and 24 deletions

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@@ -73,7 +73,7 @@ body:
label: Version
description: Which version of the game did the bug happen in? You can see the current version number in the bottom left corner of your screen in the main menu.
options:
- v1.11.4.1 (Winter Update 2025)
- v1.11.5.0 (Winter Update 2025 Hotfix 1)
- Other
validations:
required: true

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@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>1.11.4.1</Version>
<Version>1.11.5.0</Version>
<Copyright>Copyright © FakeFish 2018-2024</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>

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@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>1.11.4.1</Version>
<Version>1.11.5.0</Version>
<Copyright>Copyright © FakeFish 2018-2024</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>

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@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma</Product>
<Version>1.11.4.1</Version>
<Version>1.11.5.0</Version>
<Copyright>Copyright © FakeFish 2018-2024</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>Barotrauma</AssemblyName>

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@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>1.11.4.1</Version>
<Version>1.11.5.0</Version>
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>

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@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>1.11.4.1</Version>
<Version>1.11.5.0</Version>
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>

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@@ -273,16 +273,27 @@ namespace Barotrauma
}
if (characterInfo == null || characterInfo.Discarded) { continue; }
//reduce skills if the character has died
if (characterInfo.CauseOfDeath != null && characterInfo.CauseOfDeath.Type != CauseOfDeathType.Disconnected)
bool diedToDisconnect = characterInfo.CauseOfDeath is { Type: CauseOfDeathType.Disconnected };
bool diedForReal = characterInfo.CauseOfDeath != null && !diedToDisconnect;
if (diedForReal)
{
characterInfo.ApplyDeathEffects();
}
c.CharacterInfo = characterInfo;
// Only create new character data if the connected client has an active character (which they might not,
// eg. if they are in the lobby). Otherwise the CharacterCampaignData constructor would fall back to a new
// Character object, overwriting the inventory and wallet with empty values.
if (c.Character != null)
//Different scenarios for saving (or not saving) the character:
// 1. Client is controlling a character, character is alive
// -> save normally
// 2. Client is not controlling a character, previous character died
// -> save normally (applying skill reduction, getting rid of the items the character had, etc)
// 3. Client is not controlling a character, previous character died due to a disconnect (e.g. client left or went to the lobby, and later returned)
// -> do not save, the character should retain their skills and items
// 4. Client is not controlling a character, and they don't have any previous character data
// -> we shouldn't be getting to this point at all, we return earlier if no character info that has spawned is found
// 5. Client is not controlling a character, but they have previous character data which has not yet spawned (e.g. they've played on this server on some previous round)
// -> we shouldn't be getting to this point at all, we return earlier if no character info that has spawned is found
if (c.Character != null || diedForReal)
{
SetClientCharacterData(c);
}

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@@ -6,7 +6,7 @@
<RootNamespace>Barotrauma</RootNamespace>
<Authors>FakeFish, Undertow Games</Authors>
<Product>Barotrauma Dedicated Server</Product>
<Version>1.11.4.1</Version>
<Version>1.11.5.0</Version>
<Copyright>Copyright © FakeFish 2018-2023</Copyright>
<Platforms>AnyCPU;x64</Platforms>
<AssemblyName>DedicatedServer</AssemblyName>

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@@ -440,13 +440,14 @@ namespace Barotrauma
if (Identifier == Tags.DeconstructThis && item.AllowDeconstruct)
{
if (item.AllowDeconstruct && !Item.DeconstructItems.Contains(item) &&
//only allow deconstructing if there are deconstruction recipes that
if (item.AllowDeconstruct && !Item.DeconstructItems.Contains(item) &&
//only allow deconstructing if there are no deconstruction recipes (= deconstructing yields nothing), or deconstruction recipes that
(item.Prefab.DeconstructItems.None() ||
item.Prefab.DeconstructItems.Any(deconstructItem =>
//1. don't require any additional items (bots can't handle that)
deconstructItem.RequiredOtherItem.None() &&
//2. don't require a research station (bots don't know how to use those)
(deconstructItem.RequiredDeconstructor.Length == 0 || deconstructItem.RequiredDeconstructor.Any(d => d != Tags.GeneticResearchStation))))
(deconstructItem.RequiredDeconstructor.Length == 0 || deconstructItem.RequiredDeconstructor.Any(d => d != Tags.GeneticResearchStation)))))
{
return true;
}

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@@ -627,9 +627,9 @@ namespace Barotrauma
{
get
{
if (IsPet)
if (IsPet && AIController is EnemyAIController { PetBehavior: { } petBehavior })
{
string petName = (AIController as EnemyAIController).PetBehavior.GetTagName();
string petName = petBehavior.GetTagName();
if (!string.IsNullOrEmpty(petName)) { return petName; }
}

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@@ -316,7 +316,7 @@ namespace Barotrauma
if (Character.AnimController.Limbs.None(l => l.HealthIndex == i))
{
DebugConsole.AddWarning(
$"Potential error in character {Character.DisplayName}: none of the limbs have been set to use the LimbHealth #{i}, and it will do nothing. "
$"Potential error in character \"{Character.Prefab.Identifier}\": none of the limbs have been set to use the LimbHealth #{i}, and it will do nothing. "
+ "Did you forget to set the HealthIndex values of the limbs?", contentPackage: Character.ContentPackage);
}
}

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@@ -1,8 +1,9 @@
#nullable enable
#nullable enable
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
@@ -142,7 +143,7 @@ namespace Barotrauma
Vector2 drawPos = Position;
drawPos.Y = -drawPos.Y;
foreach (var c in Connectors)
foreach (var c in Connectors.OrderBy(static c => c.Connection.DisplayOrder))
{
bool isOutput = c.IsOutput;

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@@ -463,18 +463,18 @@ namespace Barotrauma
}
private float impactTolerance;
[Serialize(0.0f, IsPropertySaveable.No), ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 100)]
[Serialize(0.0f, IsPropertySaveable.Yes), ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 100)]
public float ImpactTolerance
{
get { return impactTolerance; }
set { impactTolerance = Math.Max(value, 0.0f); }
}
[Serialize(0.0f, IsPropertySaveable.No, description: "The amount of damage the item takes from impacts. Acts as a multiplier on the strength of the impact. Note that ImpactTolerance must be set for impacts to register."),
[Serialize(0.0f, IsPropertySaveable.Yes, description: "The amount of damage the item takes from impacts. Acts as a multiplier on the strength of the impact. Note that ImpactTolerance must be set for impacts to register."),
ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 100)]
public float ImpactDamage { get; set; }
[Serialize(1.0f, IsPropertySaveable.No, description: "Probability for impacts to register. Defaults to 1. Note that ImpactTolerance must also be set for impacts to register."),
[Serialize(1.0f, IsPropertySaveable.Yes, description: "Probability for impacts to register. Defaults to 1. Note that ImpactTolerance must also be set for impacts to register."),
ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 1)]
public float ImpactDamageProbability { get; set; }

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@@ -1,4 +1,14 @@
-------------------------------------------------------------------------------------------------------------------------------------------------
v1.11.5.0 (Winter Update Hotfix 1)
-------------------------------------------------------------------------------------------------------------------------------------------------
- Fixed players sometimes retaining their old inventory items if they die and respawn on a later round.
- Fixed inability to order bots to deconstruct items that don't yield anything when deconstructed.
- Fixed weak points causing the "high pressure" icon to appear in the room, despite the pressure not being high enough to cause damage.
- Fixed relay connections being in an incorrect order in circuit boxes.
- Fixed ImpactTolerance, ImpactDamage and ImpactDamageProbability resetting back to defaults when saving and reloading a sub.
-------------------------------------------------------------------------------------------------------------------------------------------------
v1.11.4.1 (Winter Update 2025)
-------------------------------------------------------------------------------------------------------------------------------------------------