diff --git a/.github/DISCUSSION_TEMPLATE/bug-reports.yml b/.github/DISCUSSION_TEMPLATE/bug-reports.yml
index 3d1153ba3..cdefa3753 100644
--- a/.github/DISCUSSION_TEMPLATE/bug-reports.yml
+++ b/.github/DISCUSSION_TEMPLATE/bug-reports.yml
@@ -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
diff --git a/Barotrauma/BarotraumaClient/LinuxClient.csproj b/Barotrauma/BarotraumaClient/LinuxClient.csproj
index 9a12c3b0c..a74a96392 100644
--- a/Barotrauma/BarotraumaClient/LinuxClient.csproj
+++ b/Barotrauma/BarotraumaClient/LinuxClient.csproj
@@ -6,7 +6,7 @@
Barotrauma
FakeFish, Undertow Games
Barotrauma
- 1.11.4.1
+ 1.11.5.0
Copyright © FakeFish 2018-2024
AnyCPU;x64
Barotrauma
diff --git a/Barotrauma/BarotraumaClient/MacClient.csproj b/Barotrauma/BarotraumaClient/MacClient.csproj
index ddb9b1754..67009978a 100644
--- a/Barotrauma/BarotraumaClient/MacClient.csproj
+++ b/Barotrauma/BarotraumaClient/MacClient.csproj
@@ -6,7 +6,7 @@
Barotrauma
FakeFish, Undertow Games
Barotrauma
- 1.11.4.1
+ 1.11.5.0
Copyright © FakeFish 2018-2024
AnyCPU;x64
Barotrauma
diff --git a/Barotrauma/BarotraumaClient/WindowsClient.csproj b/Barotrauma/BarotraumaClient/WindowsClient.csproj
index b21ba47c4..43f2ab06c 100644
--- a/Barotrauma/BarotraumaClient/WindowsClient.csproj
+++ b/Barotrauma/BarotraumaClient/WindowsClient.csproj
@@ -6,7 +6,7 @@
Barotrauma
FakeFish, Undertow Games
Barotrauma
- 1.11.4.1
+ 1.11.5.0
Copyright © FakeFish 2018-2024
AnyCPU;x64
Barotrauma
diff --git a/Barotrauma/BarotraumaServer/LinuxServer.csproj b/Barotrauma/BarotraumaServer/LinuxServer.csproj
index 9ac7207a5..18a89a450 100644
--- a/Barotrauma/BarotraumaServer/LinuxServer.csproj
+++ b/Barotrauma/BarotraumaServer/LinuxServer.csproj
@@ -6,7 +6,7 @@
Barotrauma
FakeFish, Undertow Games
Barotrauma Dedicated Server
- 1.11.4.1
+ 1.11.5.0
Copyright © FakeFish 2018-2023
AnyCPU;x64
DedicatedServer
diff --git a/Barotrauma/BarotraumaServer/MacServer.csproj b/Barotrauma/BarotraumaServer/MacServer.csproj
index fddacb624..fe5683a68 100644
--- a/Barotrauma/BarotraumaServer/MacServer.csproj
+++ b/Barotrauma/BarotraumaServer/MacServer.csproj
@@ -6,7 +6,7 @@
Barotrauma
FakeFish, Undertow Games
Barotrauma Dedicated Server
- 1.11.4.1
+ 1.11.5.0
Copyright © FakeFish 2018-2023
AnyCPU;x64
DedicatedServer
diff --git a/Barotrauma/BarotraumaServer/ServerSource/GameSession/GameModes/MultiPlayerCampaign.cs b/Barotrauma/BarotraumaServer/ServerSource/GameSession/GameModes/MultiPlayerCampaign.cs
index 7ee4200cd..0bb6f889e 100644
--- a/Barotrauma/BarotraumaServer/ServerSource/GameSession/GameModes/MultiPlayerCampaign.cs
+++ b/Barotrauma/BarotraumaServer/ServerSource/GameSession/GameModes/MultiPlayerCampaign.cs
@@ -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);
}
diff --git a/Barotrauma/BarotraumaServer/WindowsServer.csproj b/Barotrauma/BarotraumaServer/WindowsServer.csproj
index eb683a2ad..857c49007 100644
--- a/Barotrauma/BarotraumaServer/WindowsServer.csproj
+++ b/Barotrauma/BarotraumaServer/WindowsServer.csproj
@@ -6,7 +6,7 @@
Barotrauma
FakeFish, Undertow Games
Barotrauma Dedicated Server
- 1.11.4.1
+ 1.11.5.0
Copyright © FakeFish 2018-2023
AnyCPU;x64
DedicatedServer
diff --git a/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Order.cs b/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Order.cs
index 5b13a8e36..8ca9bedf5 100644
--- a/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Order.cs
+++ b/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Order.cs
@@ -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;
}
diff --git a/Barotrauma/BarotraumaShared/SharedSource/Characters/Character.cs b/Barotrauma/BarotraumaShared/SharedSource/Characters/Character.cs
index 7213bb625..af94426d0 100644
--- a/Barotrauma/BarotraumaShared/SharedSource/Characters/Character.cs
+++ b/Barotrauma/BarotraumaShared/SharedSource/Characters/Character.cs
@@ -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; }
}
diff --git a/Barotrauma/BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs b/Barotrauma/BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs
index 110d8eca2..2c2fcad91 100644
--- a/Barotrauma/BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs
+++ b/Barotrauma/BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs
@@ -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);
}
}
diff --git a/Barotrauma/BarotraumaShared/SharedSource/CircuitBox/CircuitBoxNode.cs b/Barotrauma/BarotraumaShared/SharedSource/CircuitBox/CircuitBoxNode.cs
index 3608618ca..73bc2167e 100644
--- a/Barotrauma/BarotraumaShared/SharedSource/CircuitBox/CircuitBoxNode.cs
+++ b/Barotrauma/BarotraumaShared/SharedSource/CircuitBox/CircuitBoxNode.cs
@@ -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;
diff --git a/Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs b/Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs
index b250f2bf6..83b869ba4 100644
--- a/Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs
+++ b/Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs
@@ -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; }
diff --git a/Barotrauma/BarotraumaShared/changelog.txt b/Barotrauma/BarotraumaShared/changelog.txt
index f2323febc..fcd1b5730 100644
--- a/Barotrauma/BarotraumaShared/changelog.txt
+++ b/Barotrauma/BarotraumaShared/changelog.txt
@@ -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)
-------------------------------------------------------------------------------------------------------------------------------------------------