Merge branch 'master' of https://github.com/Regalis11/Barotrauma
This commit is contained in:
2
.github/DISCUSSION_TEMPLATE/bug-reports.yml
vendored
2
.github/DISCUSSION_TEMPLATE/bug-reports.yml
vendored
@@ -73,7 +73,7 @@ body:
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label: Version
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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.
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options:
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- v1.11.4.1 (Winter Update 2025)
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- v1.11.5.0 (Winter Update 2025 Hotfix 1)
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- Other
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validations:
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required: true
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>1.11.4.1</Version>
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<Version>1.11.5.0</Version>
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<Copyright>Copyright © FakeFish 2018-2024</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>1.11.4.1</Version>
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<Version>1.11.5.0</Version>
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<Copyright>Copyright © FakeFish 2018-2024</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma</Product>
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<Version>1.11.4.1</Version>
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<Version>1.11.5.0</Version>
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<Copyright>Copyright © FakeFish 2018-2024</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>Barotrauma</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma Dedicated Server</Product>
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<Version>1.11.4.1</Version>
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<Version>1.11.5.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>DedicatedServer</AssemblyName>
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma Dedicated Server</Product>
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<Version>1.11.4.1</Version>
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<Version>1.11.5.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>DedicatedServer</AssemblyName>
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@@ -273,16 +273,27 @@ namespace Barotrauma
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}
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if (characterInfo == null || characterInfo.Discarded) { continue; }
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//reduce skills if the character has died
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if (characterInfo.CauseOfDeath != null && characterInfo.CauseOfDeath.Type != CauseOfDeathType.Disconnected)
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bool diedToDisconnect = characterInfo.CauseOfDeath is { Type: CauseOfDeathType.Disconnected };
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bool diedForReal = characterInfo.CauseOfDeath != null && !diedToDisconnect;
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if (diedForReal)
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{
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characterInfo.ApplyDeathEffects();
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}
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c.CharacterInfo = characterInfo;
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// Only create new character data if the connected client has an active character (which they might not,
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// eg. if they are in the lobby). Otherwise the CharacterCampaignData constructor would fall back to a new
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// Character object, overwriting the inventory and wallet with empty values.
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if (c.Character != null)
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//Different scenarios for saving (or not saving) the character:
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// 1. Client is controlling a character, character is alive
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// -> save normally
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// 2. Client is not controlling a character, previous character died
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// -> save normally (applying skill reduction, getting rid of the items the character had, etc)
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// 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)
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// -> do not save, the character should retain their skills and items
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// 4. Client is not controlling a character, and they don't have any previous character data
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// -> we shouldn't be getting to this point at all, we return earlier if no character info that has spawned is found
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// 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)
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// -> we shouldn't be getting to this point at all, we return earlier if no character info that has spawned is found
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if (c.Character != null || diedForReal)
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{
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SetClientCharacterData(c);
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}
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@@ -6,7 +6,7 @@
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<RootNamespace>Barotrauma</RootNamespace>
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<Authors>FakeFish, Undertow Games</Authors>
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<Product>Barotrauma Dedicated Server</Product>
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<Version>1.11.4.1</Version>
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<Version>1.11.5.0</Version>
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<Copyright>Copyright © FakeFish 2018-2023</Copyright>
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<Platforms>AnyCPU;x64</Platforms>
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<AssemblyName>DedicatedServer</AssemblyName>
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@@ -441,12 +441,13 @@ namespace Barotrauma
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if (Identifier == Tags.DeconstructThis && item.AllowDeconstruct)
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{
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if (item.AllowDeconstruct && !Item.DeconstructItems.Contains(item) &&
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//only allow deconstructing if there are deconstruction recipes that
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//only allow deconstructing if there are no deconstruction recipes (= deconstructing yields nothing), or deconstruction recipes that
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(item.Prefab.DeconstructItems.None() ||
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item.Prefab.DeconstructItems.Any(deconstructItem =>
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//1. don't require any additional items (bots can't handle that)
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deconstructItem.RequiredOtherItem.None() &&
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//2. don't require a research station (bots don't know how to use those)
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(deconstructItem.RequiredDeconstructor.Length == 0 || deconstructItem.RequiredDeconstructor.Any(d => d != Tags.GeneticResearchStation))))
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(deconstructItem.RequiredDeconstructor.Length == 0 || deconstructItem.RequiredDeconstructor.Any(d => d != Tags.GeneticResearchStation)))))
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{
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return true;
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}
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@@ -627,9 +627,9 @@ namespace Barotrauma
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{
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get
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{
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if (IsPet)
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if (IsPet && AIController is EnemyAIController { PetBehavior: { } petBehavior })
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{
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string petName = (AIController as EnemyAIController).PetBehavior.GetTagName();
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string petName = petBehavior.GetTagName();
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if (!string.IsNullOrEmpty(petName)) { return petName; }
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}
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@@ -316,7 +316,7 @@ namespace Barotrauma
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if (Character.AnimController.Limbs.None(l => l.HealthIndex == i))
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{
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DebugConsole.AddWarning(
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$"Potential error in character {Character.DisplayName}: none of the limbs have been set to use the LimbHealth #{i}, and it will do nothing. "
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$"Potential error in character \"{Character.Prefab.Identifier}\": none of the limbs have been set to use the LimbHealth #{i}, and it will do nothing. "
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+ "Did you forget to set the HealthIndex values of the limbs?", contentPackage: Character.ContentPackage);
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}
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}
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@@ -1,8 +1,9 @@
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#nullable enable
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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@@ -142,7 +143,7 @@ namespace Barotrauma
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Vector2 drawPos = Position;
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drawPos.Y = -drawPos.Y;
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foreach (var c in Connectors)
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foreach (var c in Connectors.OrderBy(static c => c.Connection.DisplayOrder))
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{
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bool isOutput = c.IsOutput;
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@@ -463,18 +463,18 @@ namespace Barotrauma
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}
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private float impactTolerance;
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[Serialize(0.0f, IsPropertySaveable.No), ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 100)]
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[Serialize(0.0f, IsPropertySaveable.Yes), ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 100)]
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public float ImpactTolerance
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{
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get { return impactTolerance; }
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set { impactTolerance = Math.Max(value, 0.0f); }
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}
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[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."),
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[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."),
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ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 100)]
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public float ImpactDamage { get; set; }
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[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."),
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[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."),
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ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 1)]
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public float ImpactDamageProbability { get; set; }
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@@ -1,4 +1,14 @@
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-------------------------------------------------------------------------------------------------------------------------------------------------
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v1.11.5.0 (Winter Update Hotfix 1)
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-------------------------------------------------------------------------------------------------------------------------------------------------
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- Fixed players sometimes retaining their old inventory items if they die and respawn on a later round.
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- Fixed inability to order bots to deconstruct items that don't yield anything when deconstructed.
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- Fixed weak points causing the "high pressure" icon to appear in the room, despite the pressure not being high enough to cause damage.
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- Fixed relay connections being in an incorrect order in circuit boxes.
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- Fixed ImpactTolerance, ImpactDamage and ImpactDamageProbability resetting back to defaults when saving and reloading a sub.
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-------------------------------------------------------------------------------------------------------------------------------------------------
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v1.11.4.1 (Winter Update 2025)
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-------------------------------------------------------------------------------------------------------------------------------------------------
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