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

This commit is contained in:
Regalis
2015-11-20 17:12:33 +02:00
parent 8ec7fd44ff
commit cddf4f1bde
37 changed files with 269 additions and 130 deletions

View File

@@ -58,7 +58,7 @@ namespace Barotrauma
sb.AppendLine("Selected content package: " + GameMain.SelectedPackage.Name);
sb.AppendLine("Level seed: "+ ((Level.Loaded == null) ? "no level loaded" : Level.Loaded.Seed));
sb.AppendLine("Loaded submarine: " + ((Submarine.Loaded == null) ? "none" : Submarine.Loaded.Name +" ("+Submarine.Loaded.MD5Hash+")"));
sb.AppendLine("Selected screen: " + Screen.Selected.ToString());
sb.AppendLine("Selected screen: " + (Screen.Selected == null ? "None" : Screen.Selected.ToString()));
if (GameMain.Server != null)
{
@@ -80,9 +80,9 @@ namespace Barotrauma
sb.AppendLine("\n");
sb.AppendLine("Last debug messages:");
for (int i = DebugConsole.messages.Count - 1; i > 0 && i > DebugConsole.messages.Count - 10; i-- )
for (int i = DebugConsole.Messages.Count - 1; i > 0 && i > DebugConsole.Messages.Count - 10; i-- )
{
sb.AppendLine(" "+DebugConsole.messages[i].Time+" - "+DebugConsole.messages[i].Text);
sb.AppendLine(" "+DebugConsole.Messages[i].Time+" - "+DebugConsole.Messages[i].Text);
}