- 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
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@@ -11,7 +11,7 @@ using Lidgren.Network;
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namespace Barotrauma
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{
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class Hull : MapEntity
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class Hull : MapEntity, IPropertyObject
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{
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public static List<Hull> hullList = new List<Hull>();
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private static EntityGrid entityGrid;
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@@ -19,7 +19,7 @@ namespace Barotrauma
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public static bool ShowHulls = true;
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public static bool EditWater, EditFire;
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public static WaterRenderer renderer;
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private List<FireSource> fireSources;
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@@ -36,7 +36,11 @@ namespace Barotrauma
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//how much excess water the room can contain (= more than the volume of the room)
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public const float MaxCompress = 10000f;
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public readonly Dictionary<string, PropertyDescriptor> properties;
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public readonly Dictionary<string, ObjectProperty> properties;
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public Dictionary<string, ObjectProperty> ObjectProperties
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{
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get { return properties; }
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}
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private float lethalPressure;
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@@ -161,9 +165,7 @@ namespace Barotrauma
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fireSources = new List<FireSource>();
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properties = TypeDescriptor.GetProperties(GetType())
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.Cast<PropertyDescriptor>()
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.ToDictionary(pr => pr.Name);
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properties = ObjectProperty.GetProperties(this);
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int arraySize = (rectangle.Width / WaveWidth + 1);
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waveY = new float[arraySize];
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