- File transfer improvements (switching the sub selection during transfer works, max transfer duration, waiting for transfers to finish before starting the round)

- Firesource changes (more particles with shorter lifetimes, combining bugfix)
- StatusEffects can target hulls and always be active
- Cyrillic character support
- Saving server settings
- Swapping items in inventory by dropping an item to a non-free slot
This commit is contained in:
Regalis
2016-02-27 21:01:10 +02:00
parent 7309201b11
commit cc4ada952f
31 changed files with 470 additions and 199 deletions
+8 -6
View File
@@ -11,7 +11,7 @@ using Lidgren.Network;
namespace Barotrauma
{
class Hull : MapEntity
class Hull : MapEntity, IPropertyObject
{
public static List<Hull> hullList = new List<Hull>();
private static EntityGrid entityGrid;
@@ -19,7 +19,7 @@ namespace Barotrauma
public static bool ShowHulls = true;
public static bool EditWater, EditFire;
public static WaterRenderer renderer;
private List<FireSource> fireSources;
@@ -36,7 +36,11 @@ namespace Barotrauma
//how much excess water the room can contain (= more than the volume of the room)
public const float MaxCompress = 10000f;
public readonly Dictionary<string, PropertyDescriptor> properties;
public readonly Dictionary<string, ObjectProperty> properties;
public Dictionary<string, ObjectProperty> ObjectProperties
{
get { return properties; }
}
private float lethalPressure;
@@ -161,9 +165,7 @@ namespace Barotrauma
fireSources = new List<FireSource>();
properties = TypeDescriptor.GetProperties(GetType())
.Cast<PropertyDescriptor>()
.ToDictionary(pr => pr.Name);
properties = ObjectProperty.GetProperties(this);
int arraySize = (rectangle.Width / WaveWidth + 1);
waveY = new float[arraySize];