Build 0.21.6.0 (1.0 pre-patch)

This commit is contained in:
Regalis11
2023-01-31 18:08:26 +02:00
parent e1c04bc31d
commit cf9ecd35b3
231 changed files with 4479 additions and 2276 deletions
@@ -1,12 +1,9 @@
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using Barotrauma.IO;
using System.Linq;
using System.Xml.Linq;
#if CLIENT
using Barotrauma.Lights;
#endif
@@ -206,6 +203,8 @@ namespace Barotrauma.Items.Components
IsHorizontal = element.GetAttributeBool("horizontal", false);
canBePicked = element.GetAttributeBool("canbepicked", false);
autoOrientGap = element.GetAttributeBool("autoorientgap", false);
allowedSlots.Clear();
foreach (var subElement in element.Elements())
{
@@ -359,7 +358,11 @@ namespace Barotrauma.Items.Components
{
lastBrokenTime = Timing.TotalTime;
//the door has to be restored to 50% health before collision detection on the body is re-enabled
if (item.ConditionPercentage > 50.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
//multiply by MaxRepairConditionMultiplier so the item gets repaired at 50% of the _default max condition_
//otherwise increasing the max condition is arguably harmful, as the door needs to be repaired further to re-enable the collider
if (item.ConditionPercentage * Math.Max(item.MaxRepairConditionMultiplier, 1.0f) > 50.0f &&
(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
{
IsBroken = false;
}
@@ -459,7 +462,10 @@ namespace Barotrauma.Items.Components
ce = ce.Next;
}
}
linkedGap.Open = 1.0f;
if (linkedGap != null)
{
linkedGap.Open = 1.0f;
}
IsOpen = false;
#if CLIENT
if (convexHull != null) { convexHull.Enabled = false; }