v0.4.1.3:
- fixed debug message height not being set correctly - fixed submarine list not being updated if host has enabled "play yourself" - fixed "queue empty" error when attempting to download a sub from the server - maximum number of iterations when carving a path for a cave
This commit is contained in:
@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.4.1.0")]
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[assembly: AssemblyVersion("0.4.1.3")]
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[assembly: AssemblyFileVersion("0.4.1.0")]
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[assembly: AssemblyFileVersion("0.4.1.3")]
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@@ -606,7 +606,7 @@ namespace Barotrauma
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try
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try
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{
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{
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var textBlock = new GUITextBlock(new Rectangle(0, 0, 0, 0), msg, GUI.Style, Alignment.TopLeft, Alignment.Left, null, true, GUI.SmallFont);
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var textBlock = new GUITextBlock(new Rectangle(0, 0, listBox.Rect.Width, 0), msg, GUI.Style, Alignment.TopLeft, Alignment.Left, null, true, GUI.SmallFont);
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textBlock.CanBeFocused = false;
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textBlock.CanBeFocused = false;
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textBlock.TextColor = color;
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textBlock.TextColor = color;
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@@ -281,6 +281,8 @@ namespace Barotrauma
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int currentTargetIndex = 1;
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int currentTargetIndex = 1;
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int iterationsLeft = cells.Count;
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do
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do
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{
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{
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int edgeIndex = 0;
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int edgeIndex = 0;
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@@ -325,13 +327,15 @@ namespace Barotrauma
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currentCell.CellType = CellType.Path;
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currentCell.CellType = CellType.Path;
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pathCells.Add(currentCell);
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pathCells.Add(currentCell);
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iterationsLeft--;
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if (currentCell == targetCells[currentTargetIndex])
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if (currentCell == targetCells[currentTargetIndex])
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{
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{
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currentTargetIndex += 1;
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currentTargetIndex += 1;
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if (currentTargetIndex >= targetCells.Count) break;
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if (currentTargetIndex >= targetCells.Count) break;
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}
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}
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} while (currentCell != targetCells[targetCells.Count - 1]);
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} while (currentCell != targetCells[targetCells.Count - 1] && iterationsLeft > 0);
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Debug.WriteLine("gettooclose: " + sw2.ElapsedMilliseconds + " ms");
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Debug.WriteLine("gettooclose: " + sw2.ElapsedMilliseconds + " ms");
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@@ -380,10 +380,10 @@ namespace Barotrauma
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{
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{
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if (mission !=null && mission.Completed) missionsCompleted++;
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if (mission !=null && mission.Completed) missionsCompleted++;
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int seed = (int)locations[0].MapPosition.X + (int)locations[0].MapPosition.Y * 100;
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long seed = (long)locations[0].MapPosition.X + (long)locations[0].MapPosition.Y * 100;
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seed += (int)locations[1].MapPosition.X*10000 + (int)locations[1].MapPosition.Y * 1000000;
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seed += (long)locations[1].MapPosition.X*10000 + (long)locations[1].MapPosition.Y * 1000000;
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MTRandom rand = new MTRandom(seed + missionsCompleted);
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MTRandom rand = new MTRandom((int)((seed + missionsCompleted) % int.MaxValue));
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if (rand.NextDouble() < 0.3f) return null;
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if (rand.NextDouble() < 0.3f) return null;
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@@ -452,7 +452,7 @@ namespace Barotrauma.Networking
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if (characterInfo != null)
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if (characterInfo != null)
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{
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{
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outmsg.Write(characterInfo.Name);
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outmsg.Write(characterInfo.Name);
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outmsg.Write(-1);
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outmsg.Write((byte)0);
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}
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}
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var subs = GameMain.NetLobbyScreen.GetSubList();
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var subs = GameMain.NetLobbyScreen.GetSubList();
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@@ -474,8 +474,6 @@ namespace Barotrauma.Networking
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//send the message to everyone except the client who just logged in
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//send the message to everyone except the client who just logged in
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SendMessage(outmsg, NetDeliveryMethod.ReliableUnordered, inc.SenderConnection);
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SendMessage(outmsg, NetDeliveryMethod.ReliableUnordered, inc.SenderConnection);
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UpdateVoteStatus();
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AddChatMessage(sender.name + " has joined the server", ChatMessageType.Server);
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AddChatMessage(sender.name + " has joined the server", ChatMessageType.Server);
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}
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}
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}
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}
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@@ -590,6 +588,7 @@ namespace Barotrauma.Networking
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break;
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break;
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case (byte)PacketTypes.RequestNetLobbyUpdate:
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case (byte)PacketTypes.RequestNetLobbyUpdate:
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UpdateNetLobby(null, null);
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UpdateNetLobby(null, null);
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UpdateVoteStatus();
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break;
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break;
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case (byte)PacketTypes.SpectateRequest:
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case (byte)PacketTypes.SpectateRequest:
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if (gameStarted && allowSpectating)
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if (gameStarted && allowSpectating)
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@@ -1712,7 +1711,7 @@ namespace Barotrauma.Networking
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foreach (Client c in clients)
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foreach (Client c in clients)
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{
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{
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int index = c.jobPreferences.FindIndex(jp => jp == job);
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int index = c.jobPreferences.FindIndex(jp => jp == job);
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if (index == -1) index = 1000;
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if (index == 0) index = 1000;
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if (preferredClient == null || index < bestPreference)
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if (preferredClient == null || index < bestPreference)
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{
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{
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bestPreference = index;
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bestPreference = index;
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@@ -1058,6 +1058,15 @@ namespace Barotrauma
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"Do you want to download the file from the server host?" :
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"Do you want to download the file from the server host?" :
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"Do you want to download the file and cancel downloading ''" + GameMain.Client.ActiveFileTransferName + "''?";
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"Do you want to download the file and cancel downloading ''" + GameMain.Client.ActiveFileTransferName + "''?";
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if (GUIMessageBox.MessageBoxes.Count>0)
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{
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var currentMessageBox = GUIMessageBox.MessageBoxes.Peek();
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if (currentMessageBox != null && currentMessageBox.UserData as string == subName)
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{
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return false;
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}
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}
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var requestFileBox = new GUIMessageBox("Submarine not found!", errorMsg+downloadMsg, new string[] { "Yes", "No" }, 400, 300);
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var requestFileBox = new GUIMessageBox("Submarine not found!", errorMsg+downloadMsg, new string[] { "Yes", "No" }, 400, 300);
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requestFileBox.Buttons[0].UserData = subName;
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requestFileBox.Buttons[0].UserData = subName;
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requestFileBox.Buttons[0].OnClicked += requestFileBox.Close;
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requestFileBox.Buttons[0].OnClicked += requestFileBox.Close;
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@@ -535,7 +535,7 @@ namespace Barotrauma.Sounds
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}
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}
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catch
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catch
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{
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{
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continue;
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finished = true;
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}
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}
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if (finished)
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if (finished)
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@@ -1,3 +1,43 @@
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---------------------------------------------------------------------------------------------------------
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v0.4.1.3
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---------------------------------------------------------------------------------------------------------
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- fixed errors when updating the submarine list if the host is has selected the "play yourself" option
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---------------------------------------------------------------------------------------------------------
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v0.4.1.2
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---------------------------------------------------------------------------------------------------------
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- fixed the ''queue empty'' error messages when attempting to download a sub from the server
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---------------------------------------------------------------------------------------------------------
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v0.4.1.1
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---------------------------------------------------------------------------------------------------------
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- changes to connection panel layout: less wire overlap, making it easier to select individual wires
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- fixed missions not appearing in single player
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- clients see the submarines the host has instead of their own subs in the server lobby
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- clients can vote for subs they don't have
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- servers check whether all the clients have the selected submarine file before starting a round, and if not,
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give them some time to start downloading it
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- item sprites are visible in fabricator menus
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- some new wall sprites
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- fixed small walls being impossible to fix after they've broken
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- ruin walls look slightly different from normal walls on sonar
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- cargo is placed at the cargo spawnpoint instead of a random position within the hull it's inside
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- fixed light emitted by flares not disappearing after the flare burns out
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- flares won't stop burning if picked up and placed in the inventory
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- minor changes to the lighting - small lights aren't ''skewed''
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- fixed the ''CastShadows'' parameter of light components not being saved
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- fixed fires using up all the sound channels and preventing other sounds from playing
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- fixed the ''blood overlay'' still being visible when starting a new round or switching characters
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- fixed fractal guardians occasionally killing themselves by slamming against the walls
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- enemies use pathfinding inside the submarine
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---------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------
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v0.4.1.0
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v0.4.1.0
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---------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------
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