Sending NetTime at the start of a combined networkevent instead of individual networkevents, syncing itemcomponents for spectators, AICharacter importantentityupdates are sent again, misc bugfixes, some new heads
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@@ -58,7 +58,7 @@ namespace Barotrauma
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sb.AppendLine("Selected content package: " + GameMain.SelectedPackage.Name);
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sb.AppendLine("Level seed: "+ ((Level.Loaded == null) ? "no level loaded" : Level.Loaded.Seed));
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sb.AppendLine("Loaded submarine: " + ((Submarine.Loaded == null) ? "none" : Submarine.Loaded.Name +" ("+Submarine.Loaded.MD5Hash+")"));
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sb.AppendLine("Selected screen: " + Screen.Selected.ToString());
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sb.AppendLine("Selected screen: " + (Screen.Selected == null ? "None" : Screen.Selected.ToString()));
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if (GameMain.Server != null)
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{
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@@ -80,9 +80,9 @@ namespace Barotrauma
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sb.AppendLine("\n");
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sb.AppendLine("Last debug messages:");
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for (int i = DebugConsole.messages.Count - 1; i > 0 && i > DebugConsole.messages.Count - 10; i-- )
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for (int i = DebugConsole.Messages.Count - 1; i > 0 && i > DebugConsole.Messages.Count - 10; i-- )
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{
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sb.AppendLine(" "+DebugConsole.messages[i].Time+" - "+DebugConsole.messages[i].Text);
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sb.AppendLine(" "+DebugConsole.Messages[i].Time+" - "+DebugConsole.Messages[i].Text);
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}
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